Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2019-03-10 12:08:22 +01:00
parent 0a5e4ca896
commit ed4a4026ba
2268 changed files with 12615 additions and 8621 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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -271,7 +271,7 @@ msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:118
msgid "Milestones"
msgstr ""
msgstr "Meilensteine"
#: ../../docs/community/contributing/bug_triage_guidelines.rst:120
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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -297,7 +297,7 @@ msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:246
msgid "Python"
msgstr ""
msgstr "Python"
#: ../../docs/community/contributing/code_style_guidelines.rst:248
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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -19,7 +19,7 @@ msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:4
msgid "Docs writing guidelines"
msgstr ""
msgstr "Richtlinien Dokumentation schreiben"
#: ../../docs/community/contributing/docs_writing_guidelines.rst:6
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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -19,7 +19,7 @@ msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:4
msgid "Documentation guidelines"
msgstr ""
msgstr "Richtlinien Dokumentation"
#: ../../docs/community/contributing/documentation_guidelines.rst:6
msgid ""
@@ -30,6 +30,11 @@ msgid ""
"page <https://docs.godotengine.org>`_ on what steps to follow and how to "
"contact the docs team."
msgstr ""
"Diese Seite beschreibt die Regeln beim Schreiben, Prüfen und dem Übersetzen "
"von Dokumentationsinhalten der Godot Engine. Sieh auch in die README des "
"`godot-docs GitHub-Repository <https://github.com/godotengine/godot-docs>`_ "
"und auf der `Dokumentationshauptseite <https://docs.godotengine.org>`_ nach, "
"wie Du Kontakt mit dem Dokumentationsteam aufnimmst."
#: ../../docs/community/contributing/documentation_guidelines.rst:14
msgid "How to contribute"
@@ -44,6 +49,13 @@ msgid ""
"in a pull request and getting it merged will trigger a rebuild of the online "
"documentation."
msgstr ""
"Das Anlegen oder Bearbeiten von Dokumentationsseiten geschieht hauptsächlich "
"über das `godot-docs-GitHub-Repository \n"
"<https://github.com/godotengine/godot-docs>`_. Die Dokumentation in den "
"Formaten HTML, PDF und EPUB wird aus den .rst-Dateien (reStructuredText "
"Markup Language) in diesem Repository generiert. Werden diese Seiten über "
"einen Pull Request aktualisiert und erfolgt ein Merge der Änderungen, so "
"löst dies einen Neuaufbau der Onlinedokumentation aus."
#: ../../docs/community/contributing/documentation_guidelines.rst:23
msgid ""
@@ -51,6 +63,10 @@ msgid ""
"ref:`doc_pr_workflow` page. Most of what it describes regarding the main "
"godotengine/godot repository is also valid for the docs repository."
msgstr ""
"Für Erläuterungen zum Umgang mit Git und dem Arbeitsablauf beim Pull "
"Request, sieh Dir die :ref:`doc_pr_workflow`-Seite an. Die meisten der dort "
"beschriebenen Schritte bezogen auf das godotengine/godot-Repository treffen "
"ebenso auf das docs-Repository zu."
#: ../../docs/community/contributing/documentation_guidelines.rst:28
msgid ""
@@ -58,6 +74,9 @@ msgid ""
"please read it. In particular, it contains some tips and tricks and links to "
"reference documentation about the reStructuredText markup language."
msgstr ""
"Die README.md-Datei enthält alle Informationen, die Du benötigst, um "
"loszulegen; lies es bitte durch. Insbesondere enthält sie Tipps und Tricks "
"sowie Links zur Referenz der StructuredText-Bezeichnungssprache."
#: ../../docs/community/contributing/documentation_guidelines.rst:32
msgid ""
@@ -67,10 +86,16 @@ msgid ""
"used to generate the in-editor documentation as well as the API reference of "
"the online docs. Read more here: :ref:`doc_updating_the_class_reference`."
msgstr ""
"Solltest Du die **API-Reference** bearbeiten wollen, beachte dass dies "
"*nicht* innerhalb des godot-docs-Repository erfolgt. Stattdessen solltest Du "
"die XML-Dateien unter ``doc/classes/*`` des Haupt-Repository von Godot "
"bearbeiten. Diese Dateien werden später dafür eingesetzt, um die Godot-"
"interne als auch die API-Referenz der Onlinedokumentation aktuell zu halten. "
"Mehr dazu hier: :ref:`doc_updating_the_class_reference`."
#: ../../docs/community/contributing/documentation_guidelines.rst:40
msgid "What makes good documentation?"
msgstr ""
msgstr "Was macht eine gute Dokumentation aus?"
#: ../../docs/community/contributing/documentation_guidelines.rst:42
msgid ""
@@ -78,12 +103,17 @@ msgid ""
"sentences and various levels of sections and subsections. It should be clear "
"and objective. Also have a look at the :ref:`doc_docs_writing_guidelines`."
msgstr ""
"Eine gute Dokumentation sollte klar, verständlich und objektiv sein, mit "
"wohlgeformten Sätzen und, je nach Komplexität, sinnvollen Abschnitten und "
"Unterkategorien. Siehe dazu auch die :ref:`doc_docs_writing_guidelines`."
#: ../../docs/community/contributing/documentation_guidelines.rst:46
msgid ""
"We differentiate tutorial pages from other documentation pages by these "
"definitions:"
msgstr ""
"Wir unterscheiden Anleitungen von anderen Dokumentationsinhalten über "
"folgende Definitionen:"
#: ../../docs/community/contributing/documentation_guidelines.rst:49
msgid ""
@@ -92,6 +122,10 @@ msgid ""
"purpose (e.g. \"Making a simple 2d Pong game\", \"Applying forces to an "
"object\")."
msgstr ""
"Anleitung: Ein Abschnitt mit dem Ziel, ein oder mehrere Konzepte, die im "
"Editor oder in Skripten angewandt werden, anhand eines Beispiels zu "
"veranschaulichen, um ein bestimmtes Lernziel zu erreichen (z.B. \"Ein "
"einfaches 2D-Pong-Spiel erstellen\", \"Kräfte auf ein Objekt wirken\")."
#: ../../docs/community/contributing/documentation_guidelines.rst:53
msgid ""
@@ -99,20 +133,28 @@ msgid ""
"time, if possible exhaustively (e.g. the list of methods of the Sprite "
"class, or an overview of the input management in Godot)."
msgstr ""
"Dokumentation: Eine Seite, auf der genau ein Konzept oder eine "
"Funktionalität zur gleichen Zeit beschrieben wird und das, soweit möglich, "
"bis ins kleinste Detail (z.B. die Auflistung der Methoden der Sprite-Klasse, "
"oder eine Übersicht der Eingabeverwaltung in Godot)."
#: ../../docs/community/contributing/documentation_guidelines.rst:57
msgid ""
"You are free to write the kind of documentation you wish, as long as you "
"respect the following rules (and the ones on the repo)."
msgstr ""
"Es sei Dir freigestellt, welche Art von Dokumentation Du schreiben möchtest "
"solange Du die folgenden Regeln respektierst (und die aus dem Repo)."
#: ../../docs/community/contributing/documentation_guidelines.rst:61
msgid "Titles"
msgstr ""
msgstr "Überschriften"
#: ../../docs/community/contributing/documentation_guidelines.rst:63
msgid "Always begin pages with their title and a Sphinx reference name:"
msgstr ""
"Fange jede Seite stets mit der Überschrift an und einer internen Bezeichnung "
"für den Sphinx-Verweis:"
#: ../../docs/community/contributing/documentation_guidelines.rst:72
msgid ""
@@ -120,6 +162,9 @@ msgid ""
"``:ref:`doc_insert_your_title_here``` would link to the above example page "
"(note the lack of leading underscore in the reference)."
msgstr ""
"Der Sphinx-Verweis erlaubt es, die Seite per ``:ref:``-Tag zu verlinken, so "
"würde etwa ``:ref:`doc_insert_your_title_here``` auf die obige Beispielseite "
"verlinken (man beachte den fehlenden Unterstrich im Verweis)."
#: ../../docs/community/contributing/documentation_guidelines.rst:76
msgid ""
@@ -127,34 +172,41 @@ msgid ""
"a capitalized letter, and every following word should not. Thus, this is a "
"good example:"
msgstr ""
"Außerdem vermeide CamelCase-Überschriften (die amerikanische Schreibweise): "
"Das erste Wort sollte stets mit einem Großbuchstaben beginnen, während der "
"Rest normal geschrieben wird. Hier ein gutes Beispiel:"
#: ../../docs/community/contributing/documentation_guidelines.rst:80
msgid "Insert your title here"
msgstr ""
msgstr "Hier Überschrift einfügen"
#: ../../docs/community/contributing/documentation_guidelines.rst:82
msgid "And this is a bad example:"
msgstr ""
msgstr "Und das ist ein schlechtes Beispiel:"
#: ../../docs/community/contributing/documentation_guidelines.rst:84
msgid "Insert Your Title Here"
msgstr ""
msgstr "Hier Überschrift Einfügen"
#: ../../docs/community/contributing/documentation_guidelines.rst:86
msgid ""
"Only project, people and node class names should have capitalized first "
"letter."
msgstr ""
"Nur Node-Klassen-, Projekt-, Personennamen und sonstige grammatikalisch "
"bedingte Fälle sollten großgeschrieben werden."
#: ../../docs/community/contributing/documentation_guidelines.rst:90
msgid "Translating existing pages"
msgstr ""
msgstr "Übersetzen vorhandener Seiten"
#: ../../docs/community/contributing/documentation_guidelines.rst:92
msgid ""
"You can help to translate the official Godot documentation on our `Hosted "
"Weblate <https://hosted.weblate.org/engage/godot-engine/>`_."
msgstr ""
"Du kannst bei der Übersetzung der Godot-Dokumentation über unsere `Hosted "
"Weblate <https://hosted.weblate.org/engage/godot-engine/>`_-Seite mithelfen."
#: ../../docs/community/contributing/documentation_guidelines.rst:99
msgid ""
@@ -162,6 +214,9 @@ msgid ""
"godotengine/godot-docs-l10n>`_. where you can see when the data was last "
"synced."
msgstr ""
"Dann gibt es noch das offizielle `Godot I18N-Repository <https://github.com/"
"godotengine/godot-docs-l10n>`_. wo Du einsehen kannst, wann die letzte "
"Synchronisation stattgefunden hat."
#: ../../docs/community/contributing/documentation_guidelines.rst:102
msgid "License"
@@ -174,13 +229,15 @@ msgid ""
"tldrlegal.com/license/creative-commons-attribution-(cc)>`_, with attribution "
"to \"Juan Linietsky, Ariel Manzur and the Godot community\"."
msgstr ""
"Diese Dokumentation und alle enthaltenen Seiten werden unter den Bedingungen "
"der `Creative Commons Attribution 3.0 license (CC-BY-3.0) <https://tldrlegal."
"com/license/creative-commons-attribution-(cc)>`_, unter Zuschreibung an "
"\"Juan Linietsky, Ariel Manzur und die Godot-Gemeinschaft\", veröffentlicht."
"Alle Beiträge werden unter der freizügigen `Creative Commons Attribution 3.0-"
"Lizenz (CC-BY-3.0) <https://tldrlegal.com/license/creative-commons-"
"attribution-(cc)>`_ unter dem Namen „Juan Linietsky, Ariel Manzur and the "
"Godot Engine community“ veröffentlicht."
#: ../../docs/community/contributing/documentation_guidelines.rst:107
msgid ""
"By contributing to the documentation on the GitHub repository, you agree "
"that your changes are distributed under this license."
msgstr ""
"Durch das Beitragen zu dieser Dokumentation im GitHub-Repository akzeptierst "
"Du die Veröffentlichung Deiner Inhalte unter dieser Lizenz."

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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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -19,4 +19,4 @@ msgstr ""
#: ../../docs/community/contributing/index.rst:2
msgid "Contributing"
msgstr ""
msgstr "Mach mit!"

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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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -19,39 +19,43 @@ msgstr ""
#: ../../docs/content/3d/making_trees.rst:4
msgid "Making trees"
msgstr ""
msgstr "Bäume erstellen"
#: ../../docs/content/3d/making_trees.rst:6
msgid ""
"This is a short tutorial on how to make trees and other types of vegetation "
"from scratch."
msgstr ""
"Dies ist eine kurze Anleitung, wie man Bäume und andere Arten von Vegetation "
"von Grund auf erstellt."
#: ../../docs/content/3d/making_trees.rst:8
msgid ""
"The aim is to not focus on the modelling techniques (there are plenty of "
"tutorials about that), but how to make them look good in Godot."
msgstr ""
"Ziel ist es, sich nicht auf die Modellierungstechniken zu konzentrieren "
"(dazu gibt es viele Anleitungen), sondern wie sie in Godot gut aussehen."
#: ../../docs/content/3d/making_trees.rst:13
msgid "Start with a tree"
msgstr ""
msgstr "Beginne mit einem Baum"
#: ../../docs/content/3d/making_trees.rst:15
msgid "I took this tree from SketchFab:"
msgstr ""
msgstr "Ich habe diesen bei SketchFab heruntergeladen:"
#: ../../docs/content/3d/making_trees.rst:19
msgid "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf"
msgstr ""
msgstr "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf"
#: ../../docs/content/3d/making_trees.rst:21
msgid "and opened it in Blender."
msgstr ""
msgstr "und in Blender geöffnet."
#: ../../docs/content/3d/making_trees.rst:24
msgid "Paint with vertex colors"
msgstr ""
msgstr "Malen mit Vertex-Farben"
#: ../../docs/content/3d/making_trees.rst:26
msgid ""
@@ -60,20 +64,27 @@ msgid ""
"painting tool of your favorite 3D modelling program and paint something like "
"this:"
msgstr ""
"Als erstes solltest Du durch die Verwendung von Vertex-Farben festlegen, wie "
"stark sich der Baum später im Wind bewegen soll. Verwende einfach das Vertex-"
"Farb-Malwerkzeug eines bevorzugten 3D-Modellierungsprogramms und male so "
"etwas wie das hier:"
#: ../../docs/content/3d/making_trees.rst:30
msgid ""
"This is a bit exaggerated, but the idea is that color indicates how much "
"sway affects every part of the tree. This scale here represents it better:"
msgstr ""
"Dies ist hier ein wenig übertrieben dargestellt, aber die Idee ist, dass die "
"Farbe anzeigt, wie beweglich jeder Teil des Baumes ist. Diese Skala hier "
"stellt es besser dar:"
#: ../../docs/content/3d/making_trees.rst:35
msgid "Write a custom shader for the leaves"
msgstr ""
msgstr "Schreibe einen eigenen Shader für das Laub"
#: ../../docs/content/3d/making_trees.rst:37
msgid "This is a simple example of a shader for leaves:"
msgstr ""
msgstr "Dies ist ein einfaches Beispiel für einen Shader für die Blätter:"
#: ../../docs/content/3d/making_trees.rst:44
msgid ""
@@ -84,12 +95,22 @@ msgid ""
"can be duplicated, moved, etc. and it will still work together with other "
"trees."
msgstr ""
"Es handelt sich um einen räumlichen Shader. Es gibt keine Entfernung der "
"Vorder- oder Rückflächen (so dass Blätter von beiden Seiten gesehen werden "
"können) und Alpha-Prepass wird verwendet, so dass weniger Tiefenartefakte "
"entstehen, die sich aus der Verwendung von Transparenz (und Schattenwurf) "
"ergeben. Schließlich werden für den Bewegungseffekt Weltkoordinaten "
"empfohlen, sodass der Baum kopiert oder verschoben werden kann und trotzdem "
"mit anderen Bäumen synchronisiert bleibt."
#: ../../docs/content/3d/making_trees.rst:51
msgid ""
"Here, the texture is read, as well as a transmission color, which is used to "
"add some back-lighting to the leaves, simulating subsurface scattering."
msgstr ""
"Hier wird die Textur sowie eine Transmissionsfarbe ausgelesen, die dazu "
"dient, die Blätter etwas hinterleuchtet darzustellen, um so die Streuung der "
"Oberfläche zu simulieren."
#: ../../docs/content/3d/making_trees.rst:67
msgid ""
@@ -98,14 +119,19 @@ msgid ""
"that the strength is multiplied by the color. Every axis uses a different "
"small near 1.0 multiplication factor so axes don't appear in sync."
msgstr ""
"Dies ist der Code, um die Bewegung der Blätter zu erzeugen. Es ist einfach "
"(verwendet wird nur eine Sinuswelle, die mit der Zeit und der Achsenposition "
"multipliziert wird, funktioniert aber gut). Beachte, dass die Stärke mit der "
"Farbe multipliziert wird. Jede Achse verwendet einen anderen kleinen "
"Multiplikationsfaktor nahe 1.0, so dass Achsen nicht synchron erscheinen."
#: ../../docs/content/3d/making_trees.rst:70
msgid "Finally all that is left is the fragment shader:"
msgstr ""
msgstr "Zum Schluss bleibt nur noch der Fragment-Shader:"
#: ../../docs/content/3d/making_trees.rst:83
msgid "And this is pretty much it."
msgstr ""
msgstr "Und das ist so ziemlich alles."
#: ../../docs/content/3d/making_trees.rst:85
msgid ""
@@ -113,6 +139,10 @@ msgid ""
"(thus no alpha prepass is needed) and does not require transmission to work. "
"Both shaders can be improved by adding normal mapping, AO and other maps."
msgstr ""
"Der Ast-Shader ist ähnlich, außer das er nicht in den Alphakanal schreibt "
"(daher ist kein Alpha-Prepass erforderlich) und erfordert keine "
"Transmission, um zu funktionieren. Beide Shader können durch Hinzufügen von "
"Normal Maps, AO (Umgebungsbeleuchtung) und anderen Maps verbessert werden."
#: ../../docs/content/3d/making_trees.rst:88
msgid "Improving the shader"
@@ -125,7 +155,12 @@ msgid ""
"how Crysis does this (focus mostly on the sway code, as many other "
"techniques shown there are obsolete):"
msgstr ""
"Es gibt viele weitere Ressourcen, die Du lesen kannst. Da Du nun die "
"Grundlagen kennst, ist es empfehlenswert, das Kapitel von GPU Gems3 zu "
"lesen, wie dies in Crysis umgesetzt wurde (konzentriere Dich hauptsächlich "
"auf den Code der die Bewegungen beschreibt, da viele andere Techniken dort "
"veraltet sind):"
#: ../../docs/content/3d/making_trees.rst:93
msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html"
msgstr ""
msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -210,7 +210,7 @@ msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:258
msgid ""
"However the trade-of is every single change means a full recompilation of "
"However the trade-off is every single change means a full recompilation of "
"the game. Even if SCons is able to detect and recompile only the file that "
"have changed, finding such files and eventually linking the final binary is "
"a long and costly part."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -74,14 +74,16 @@ msgid ""
"contains utilities required to use C# in Godot. If you don't plan on using "
"the Visual Studio IDE, you can download just the `Visual Studio Build Tools "
"<https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?"
"sku=BuildTools&rel=15>`_ instead."
"sku=BuildTools&rel=15>`_ instead. Make sure you at least have the .NET "
"Framework 4.5 targeting pack installed, you can get it using any of the "
"installers mentioned above inside the \"Individual components\" tab."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:50
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51
msgid "macOS and Linux"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:52
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:53
msgid ""
"Download and install the latest version of the `Mono SDK <http://www.mono-"
"project.com/download/>`_. As of Godot 3.1 beta 3, the version number doesn't "
@@ -90,18 +92,18 @@ msgid ""
"Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
msgid ""
"To download Mono on macOS, use the \"Stable Channel\" link from the `Mono "
"Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio "
"channel is an earlier version of Mono and will not work."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:65
msgid "Additional notes"
msgstr "Zusätzliche Nodes"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
msgid ""
"Your Godot version must have Mono support enabled, so make sure to download "
"the **Mono version** of Godot. If you are building Godot from source, make "
@@ -109,17 +111,17 @@ msgid ""
"the :ref:`doc_compiling_with_mono` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73
msgid ""
"In summary, you must have installed Visual Studio or Mono (depending on your "
"operating system) **and** the Mono-enabled version of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:76
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:77
msgid "Configuring an external editor"
msgstr "Einen externen Editor konfigurieren"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:79
msgid ""
"While Godot has its own script editor, its support for C# is kept minimal; "
"it's recommended that you use an external IDE or editor instead, such as "
@@ -130,25 +132,25 @@ msgid ""
"**Editor** then choose your external editor of choice."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:88
msgid ""
"If you are using Visual Studio Code, ensure you download and install the `C# "
"extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode."
"csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93
msgid "Creating a C# script"
msgstr "Erstellen eines C# Skripts"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:94
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95
msgid ""
"After you successfully set up C# for Godot, you should see the following "
"option when selecting ``Attach script`` in the context menu of a node in "
"your scene:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:99
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100
msgid ""
"Note that while some specifics change, most concepts work the same when "
"using C# for scripting. If you're new to Godot, you may want to follow the "
@@ -157,11 +159,11 @@ msgid ""
"easily from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
msgid ""
"When you create the first C# script, Godot initializes the C# project files "
"for your Godot project. This includes generating a C# solution (``.sln``) "
@@ -173,7 +175,7 @@ msgid ""
"let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:117
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118
msgid ""
"Note that currently, there are some issues where Godot and the C# project "
"don't stay in sync; if you delete, rename or move a C# script, the change "
@@ -181,7 +183,7 @@ msgid ""
"have to edit the C# project file manually."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:123
msgid ""
"For example, if you created a script (e.g. ``Test.cs``) and delete it in "
"Godot, compilation will fail because the missing file is still expected to "
@@ -190,23 +192,23 @@ msgid ""
"included like the following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137
msgid ""
"Simply remove that line and your project should build correctly again. Same "
"for renaming and moving things, simply rename and move them in the project "
"file if needed."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144
msgid ""
"Here's a blank C# script with some comments to demonstrate how it works."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:170
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:171
msgid ""
"As you can see, functions normally in global scope in GDScript like Godot's "
"``print`` function are available in the ``GD`` class which is part of the "
@@ -215,18 +217,18 @@ msgid ""
"`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:178
msgid ""
"Keep in mind that the class you wish to attach to your node should be named "
"as the ``.cs`` file. Otherwise, you will get the following error and won't "
"be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:183
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:184
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:185
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:186
msgid ""
"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. "
"Where possible, fields and getters/setters have been converted to "
@@ -234,16 +236,16 @@ msgid ""
"reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:189
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:190
msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
"Für mehr Informationen über Events, siehe die Seite :ref:`doc_inputevent`."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:192
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:193
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:194
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:195
msgid ""
"As C# support is quite new in Godot, there are some growing pains and things "
"that need to be ironed out. Below is a list of the most important issues you "
@@ -252,25 +254,25 @@ msgid ""
"godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:200
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:201
msgid ""
"As explained above, the C# project isn't always kept in sync automatically "
"when things are deleted, renamed or moved in Godot (`#12917 <https://github."
"com/godotengine/godot/issues/12917>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:203
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
msgid ""
"Writing editor plugins is possible, but it is currently quite convoluted."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:205
msgid ""
"State is currently not saved and restored when hot-reloading, with the "
"exception of exported variables."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:206
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207
msgid ""
"Exporting Mono projects is only supported for desktop platforms (Linux, "
"Windows and macOS). Android, iOS, HTML5 and UWP are not currently supported "
@@ -280,17 +282,17 @@ msgid ""
"godotengine/godot/issues/20271>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:213
msgid ""
"Attached C# scripts should refer to a class that has a class name that "
"matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:217
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:218
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219
msgid ""
"According to some preliminary `benchmarks <https://github.com/cart/godot3-"
"bunnymark>`_, the performance of C# in Godot — while generally in the same "
@@ -301,11 +303,11 @@ msgid ""
"when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:229
msgid ""
"`NuGet <https://www.nuget.org/>`_ packages can be installed and used with "
"Godot, as with any C# project. Many IDEs are able to add packages directly. "
@@ -313,7 +315,7 @@ msgid ""
"csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:243
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:244
msgid ""
"Whenever packages are added or modified, run ``nuget restore`` in the root "
"of the project directory. To ensure that NuGet packages will be available "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -57,9 +57,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:27
#, fuzzy
msgid "Special cases:"
msgstr "Anwendungsfälle"
msgstr "Sonderfälle:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
@@ -112,9 +111,8 @@ msgid "``Variant.Operator`` enum"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:38
#, fuzzy
msgid "Math functions"
msgstr "Statische Funktionen"
msgstr "Mathematische Funktionen"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:40
msgid ""
@@ -124,9 +122,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:45
#, fuzzy
msgid "Random functions"
msgstr "Statische Funktionen"
msgstr "Zufallsfunktionen"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:47
msgid ""
@@ -135,9 +132,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:51
#, fuzzy
msgid "Other functions"
msgstr "Statische Funktionen"
msgstr "Weitere Funktionen"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:53
msgid ""
@@ -146,9 +142,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:56
#, fuzzy
msgid "Exceptions:"
msgstr "Funktionen"
msgstr "Ausnahmen:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:61
msgid "``weakref(obj)``"
@@ -315,9 +310,8 @@ msgid "``get_rotation()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
#, fuzzy
msgid "``Rotation``"
msgstr "Rotieren in 3D"
msgstr "``Drehung``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:210
msgid "Plane"
@@ -384,9 +378,8 @@ msgid "``length()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
#, fuzzy
msgid "``Length``"
msgstr "``$NodePath``"
msgstr "``Länge``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:252
msgid "``length_squared()``"
@@ -407,9 +400,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
#, fuzzy
msgid "``Array``"
msgstr "Array"
msgstr "``Array``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
msgid "``Godot.Array``"
@@ -420,9 +412,8 @@ msgid "``PoolIntArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
#, fuzzy
msgid "``int[]``"
msgstr "``in``"
msgstr "``int[]``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:265
msgid "``PoolByteArray``"
@@ -437,18 +428,16 @@ msgid "``PoolFloatArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:266
#, fuzzy
msgid "``float[]``"
msgstr "float"
msgstr "``float[]``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
msgid "``PoolStringArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#, fuzzy
msgid "``String[]``"
msgstr "Zeichenketten"
msgstr "``String[]``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:268
msgid "``PoolColorArray``"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -1726,18 +1726,26 @@ msgid ""
"gd``) *has* to define ``_init`` as well and pass appropriate parameters to "
"``_init`` from ``State.gd``"
msgstr ""
"Wenn die geerbte Klasse (``State.gd``) einen ``_init``-Konstruktor "
"definiert, der Argumente übernimmt (``e`` in diesem Fall), dann *muss* die "
"vererbende Klasse (``Idle.gd``) ebenfalls ``_init`` definieren und passende "
"Parameter an ``_init`` von ``State.gd`` übergeben"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1142
msgid ""
"``Idle.gd`` can have a different number of arguments than the base class "
"``State.gd``"
msgstr ""
"``Idle.gd`` kann eine andere Anzahl an Argumenten besitzen als die "
"Basisklasse ``State.gd``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1143
msgid ""
"in the example above, ``e`` passed to the ``State.gd`` constructor is the "
"same ``e`` passed in to ``Idle.gd``"
msgstr ""
"Im obigen Beispiel ist das ``e`` im Konstruktor von ``State.gd``das gleiche "
"wie das ``e`` in ``Idle.gd``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1145
msgid ""
@@ -1790,12 +1798,20 @@ msgid ""
"to. They will also be available for editing in the property editor. "
"Exporting is done by using the ``export`` keyword::"
msgstr ""
"Klassenmember können exportiert werden. Das bedeutet, dass ihre Werte "
"zusammen mit der zugehörigen Ressource (z.B. der :ref:`scene "
"<class_PackedScene>`) gespeichert werden. Sie sind außerdem im "
"Eigenschaftseditor verfügbar. Der Export funktioniert mit dem Schlüsselwort "
"``export``:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
msgid ""
"An exported variable must be initialized to a constant expression or have an "
"export hint in the form of an argument to the export keyword (see below)."
msgstr ""
"Eine exportierte Variable muss mit einem konstanten Ausdruck initialisiert "
"werden oder einen Zusatz in Form eines Arguments in der Exportanweisung "
"besitzen (siehe unten)."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1213
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -80,12 +80,16 @@ msgid ""
"One of the ways to explain how Godot works is that it's a high level game "
"engine over a low level middleware."
msgstr ""
"Godot kann so erklärt werden, dass es eine High Level Game Engine über einer "
"Low Level Middleware ist."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:46
msgid ""
"The scene system is the game engine, while the :ref:`OS <class_OS>` and "
"servers are the low level API."
msgstr ""
"Das Szenensystem ist die Game Engine, wohingegen das :ref:`OS <class_OS> "
"und Server zur Low Level API gehören."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:49
msgid ""
@@ -99,6 +103,8 @@ msgid ""
"It's important to know that this class exists because it has a few important "
"uses:"
msgstr ""
"Es ist wichtig zu wissen, dass es diese Klasse gibt, weil sie einige "
"wichtige Verwendungszwecke hat:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:57
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -286,8 +286,8 @@ msgid ""
"the label properties appear in the Inspector (box in the bottom right "
"corner)."
msgstr ""
"Der Node erscheint im Szenenbaum (oben rechts) und die Label-Eigenschaften "
"im Inspektor (unten rechts)."
"Der Node erscheint als neuer Eintrag im Szenenbaum (oben rechts) und die "
"Label-Eigenschaften werden im Inspektor aufgeführt (unten rechts)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:131
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -26,10 +26,11 @@ msgid "Introduction"
msgstr "Einführung"
#: ../../docs/getting_started/step_by_step/scripting.rst:9
#, fuzzy
msgid ""
"Before Godot 3.0, the only choice for scripting a game was to use :ref:"
"`doc_gdscript`. Nowadays, Godot has four (yes, four!) official languages and "
"the ability to add extra scripting languages dynamically!"
"`GDScript<doc_gdscript>`. Nowadays, Godot has four (yes, four!) official "
"languages and the ability to add extra scripting languages dynamically!"
msgstr ""
"Vor Godot 3.0 gab es zum Programmieren von Spielen nur eine "
"Programmiersprache zur Auswahl, nämlich :ref:`doc_gdscript`. Heutzutage "
@@ -64,10 +65,11 @@ msgid "GDScript"
msgstr "GDScript"
#: ../../docs/getting_started/step_by_step/scripting.rst:24
#, fuzzy
msgid ""
":ref:`doc_gdscript` is, as mentioned above, the main language used in Godot. "
"Using it has some positive points compared to other languages due to its "
"high integration with Godot:"
":ref:`GDScript<doc_gdscript>` is, as mentioned above, the main language used "
"in Godot. Using it has some positive points compared to other languages due "
"to its high integration with Godot:"
msgstr ""
":ref:`doc_gdscript` ist, wie oben erwähnt, die Hauptsprache in Godot. Diese "
"zu verwenden hat ein paar Vorteile gegenüber anderer Sprachen in Godot, da "
@@ -283,11 +285,12 @@ msgstr ""
"kann."
#: ../../docs/getting_started/step_by_step/scripting.rst:100
#, fuzzy
msgid ""
"Before continuing, please make sure to read the :ref:`doc_gdscript` "
"reference. It's a language designed to be simple, and the reference is "
"short, so it will not take more than a few minutes to get an overview of the "
"concepts."
"Before continuing, please make sure to read the :ref:"
"`GDScript<doc_gdscript>` reference. It's a language designed to be simple, "
"and the reference is short, so it will not take more than a few minutes to "
"get an overview of the concepts."
msgstr ""
"Bitte lies die :ref:`doc_gdscript` Referenz bevor Du fortfährst. Es handelt "
"sich um eine Sprache, die so konzipiert ist, dass sie einfach ist und die "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -635,6 +635,14 @@ msgid ""
"container cannot be smaller than the minimal size of its children. The "
"container's margins also weigh in."
msgstr ""
"Damit sich das Icon und der Hintergrund überlappen, brauchen wir einige "
"Änderungen. Zum einen ist unser Hintergrund etwas zu groß. Das liegt daran, "
"dass er in einem Margin Container ist, der vom obersten GUI-Node "
"kontrolliert wird. Wähle den GUI-Node oben im Szenenbaum und ändere die "
"senkrechte Größe, damit er möglichst dünn wird. Die Anzeige hindert dich "
"daran, ihn zu klein zu machen. Ein Container kann nicht kleiner als die "
"Mindestgröße seiner Kinder sein. Die Ränder des Containers kommen auch noch "
"dazu."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:305
msgid ""
@@ -643,12 +651,20 @@ msgid ""
"Layout menu again and select ``Center Right``. Move the icon up so it is "
"centered vertically with the ``Background``."
msgstr ""
"Wähle das Icon, klicke auf das Layout-Menü und wähle ``Full Rect``, um es "
"wieder mittig auszurichten. Es muss an der oberen rechten Kante des "
"``Background`` verankert werden. Öffne wieder das Layout-Menü und wähle "
"``Center Right``. Bewege das Icon hoch, sodass es senkrecht mittig am "
"``Background`` ausgerichtet ist."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:313
msgid ""
"The bomb icon anchors to the Background's right edge. Resize the Counter "
"container to see the Icon node stick to its right side"
msgstr ""
"Das Bomben-Icon ist am rechten Rand des Background verankert. Passe die "
"Größe des Counter-Containers an, sodass sich der Icon-Node an seine rechte "
"Seite anschmiegt"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:316
msgid ""
@@ -658,6 +674,12 @@ msgid ""
"the ``Extra Spacing`` section, change the ``Bottom`` value to ``0`` to reset "
"the font's baseline. Our counter now works as expected."
msgstr ""
"Da wir den ``Counter`` vom ``Count`` der Leiste dupliziert haben, ist der "
"Font des ``Number``-Nodes unpassend. Wähle den ``Number``-Node wieder aus, "
"gehe zur Eigenschaft ``Font`` und klicke sie an, um zur Ressource "
"``DynamicFont`` zu gelangen. Im Bereich ``Extra Spacing``, wähle den Wert "
"``Bottom`` zu ``0``, um die Grundlinie der Schrift zurückzusetzen. Unser "
"Zähler funktioniert nun wie erwartet."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:323
msgid ""
@@ -668,16 +690,26 @@ msgid ""
"``Bars`` node should resize and push the counter to the right side of the "
"screen."
msgstr ""
"Sorgen wir dafür, dass die ``Counters`` am rechten oberen Rand des "
"Sichtfelds verankert werden. Dafür müssen wir den Container ``Bars`` so "
"einstellen, dass der den ganzen horizontalen Platz einnimmt, der ihm zur "
"Verfügung steht. Wähle den ``Bars``-Knoten aus und gehe hinunter zum Bereich "
"``Size Flags``. Im Bereich ``Horizontal``, setze einen Haken bei ``Expand``. "
"Der Node ``Bars`` sollte seine Größe ändern und den Zähler an den rechten "
"Bildschirmrand verschieben."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:331
msgid ""
"An expanding container eats all the space it can from its parent, pushing "
"everything else along the way"
msgstr ""
"Ein expandierender Container füllt den ganzen Platz aus, den er von seinem "
"Elternknoten bekommen kann, alles andere wird dabei verdrängt"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:335
msgid "Turn the bar and counter into reusable UI components"
msgstr ""
"Verwandeln der Leiste und des Zählers in wiederverwendbare UI-Komponenten"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:337
msgid ""
@@ -686,6 +718,12 @@ msgid ""
"we could have a single scene to store a UI element's template, and child "
"scenes to work on variations. Godot lets us do this with Inherited Scenes."
msgstr ""
"Wir haben eine Leiste und einen Zähler. Aber wir brauchen jeweils zwei "
"Stück. Später müssen die Gestaltung und Funktion gegebenenfalls noch "
"geändert werden. Es wäre schön, wenn wir eine einzige Szene erstellen "
"könnten, die als Vorlage eines UI-Elements dient, wir davon Szenen ableiten "
"könnten, die abgeändert werden können. Godot lässt uns genau das mittels "
"Vererbter Szenen (Inherited Scenes) tun."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:343
msgid ""
@@ -696,6 +734,13 @@ msgid ""
"the scene as ``Bar.tscn``. You should see the node branch turn it to a "
"single ``Bar`` node."
msgstr ""
"Speichern wir also die beiden Zweige ``Counter`` sowie ``Bar`` als getrennte "
"Szenen ab, die wir reduzieren um daraus die ``LifeBar``, die ``EnergyBar``, "
"den ``BombCounter`` und den ``EmeraldCounter`` zu erzeugen. Wähle den "
"HBoxContainer ``Bar``. Mache darauf einen Rechtsklick und klicke auf "
"``Speichere Verzweigung als Szene``. Speichere die Szene als ``Bar.tscn``. "
"Der ganze Zweig sollte sich daraufhin in einen einzigen Knoten namens "
"``Bar`` verwandeln."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:352
msgid ""
@@ -706,6 +751,13 @@ msgid ""
"into the active one. Right click on any node in the Scene dock and select "
"``Save Branch as Scene`` or ``Merge from Scene``."
msgstr ""
"Eine Szene ist ein Baum aus Knoten. Der oberste Knoten ist die **Wurzel** "
"des Baums und die Kinder am Ende der Hierarchie sind **Blätter**. Jeder "
"Knoten (außer der Wurzel) ergibt zusammen mit einem oder mehreren Kindern "
"einen **Zweig**. Wie können Zweige in eigene Szenen auslagern oder sie laden "
"und in andere aktive Szenen einfügen. Mache einen Rechtsklick auf einen "
"beliebigen Knoten im Szenenfenster und wähle ``Speichere Verzweigung als "
"Szene`` oder ``Aus Szene zusammenführen``."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:360
msgid ""
@@ -720,11 +772,12 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:370
msgid "With no extra changes, our Bar is ready to use"
msgstr ""
msgstr "Ohne weitere Änderungen kann unsere Leiste jetzt verwendet werden"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:373
msgid "Use scene inheritance to create the remaining elements"
msgstr ""
"Verwenden von Szenenvererbung, um die verbleibenden Elemente zu erstellen"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:375
msgid ""
@@ -734,12 +787,21 @@ msgid ""
"called EP and is yellow. Godot gives us a powerful tool to create a common "
"base to reuse for all bars in the game: **inherited scenes**."
msgstr ""
"Wir brauchen zwei Leisten, die genauso funktionieren: Sie sollten links eine "
"Beschriftung mit einem Wert beinhalten und rechts eine horizontale Anzeige. "
"Der einzige Unterschied ist, dass eine mit HP beschriftet und grün ist und "
"die andere EP heißt und gelb ist. Godot bietet uns ein mächtiges Werkzeug, "
"mit dem wir eine allgemeine Leistenvorlage erstellen können, die für alle "
"Leisten im Spiel genutzt werden kann: **Szenenvererbung** (scene "
"inheritance)."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:383
msgid ""
"Inherited scenes help us keep the GUI scene clean. In the end, we will only "
"have containers and one node for each UI component."
msgstr ""
"Vererbte Szenen helfen uns, die GUI-Szene ordentlich zu halten. Am Ende "
"haben wir nur Container und einen Knoten für jede UI-Komponente."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:386
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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"
@@ -32,16 +32,16 @@ msgid ""
"them, to create anything from life bars to complex applications. Godot's "
"entire editor and plugins use these nodes."
msgstr ""
"Monitore, Displays und Fernseher existieren in allen Formen und Größen. Um "
"ein Spiel zu veröffentlichen, musst du verschiedene Bildschirm "
"Seitenverhältnisse und Auflösungen unterstützen. Es kann schwierig sein "
"zugängliche Interfaces zu erstellen welche sich an alle Plattformen "
"anpassen. Glücklicherweise kommt Godot mit robusten Werkzeugen um "
"zugängliche Benutzeroberflächen zu designen und zu verwalten. Um deine "
"Benutzeroberfläche zu gestalten wirst du Control Nodes verwenden. Dies sind "
"die Nodes mit dem grünen Symbol im Editor. Es gibt dutzende von ihnen, um "
"alles vom Lebensbalken bis zur komplexen Anwendungen zu kreieren. Der "
"gesamte Godot Editor und plugins dafür nutzen diese Nodes."
"Monitore, Displays und Fernseher existieren in allen Formen und Größen. Um "
"ein Spiel zu veröffentlichen, musst Du verschiedene "
"Bildschirmseitenverhältnisse und -auflösungen unterstützen. Es kann "
"schwierig sein adaptive Benutzeroberflächen zu erstellen, welche sich an "
"alle Plattformen anpassen. Glücklicherweise kommt Godot mit robusten "
"Werkzeugen, um adaptive Benutzeroberflächen zu gestalten und zu verwalten. "
"Um deine Benutzeroberfläche zu gestalten wirst du Control-Nodes verwenden. "
"Dies sind die Nodes mit dem grünen Symbol im Editor. Es gibt dutzende von "
"ihnen, um alles vom Lebensbalken bis zur komplexen Anwendungen zu kreieren. "
"Der gesamte Godot Editor und Plugins dafür nutzen diese Nodes."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:17
msgid "Godot's editor is made with the engine's UI framework"
@@ -50,24 +50,25 @@ msgstr "Der Godot Editor wurde mittels Godots UI-Framework erstellt."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:19
msgid "This guide will get you started with UI design. You will learn:"
msgstr ""
"Diese Anleitung hilft dir mit dem UI design zu starten. Du wirst folgendes "
"lernen:"
"Dieses Anleitung wird Dir den Einstieg in das Design der Benutzeroberfläche "
"erleichtern. Du wirst folgendes lernen:"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:21
msgid "The five most useful control nodes to build your games interface"
msgstr ""
"Die fünf nützlichsten Control Nodes um die Benutzeroberfläche deines Spieles "
"zu erstellen"
"Die fünf nützlichsten Control-Nodes, um die Benutzeroberfläche Deines "
"Spieles zu erstellen"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:22
msgid "How to work with the anchor of UI elements"
msgstr "Wie man anchor in UI Elementen verwendet"
msgstr ""
"Wie man Anchor (Bezugspunkte) in Benutzeroberflächen-Elementen verwendet"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:23
msgid ""
"How to efficiently place and arrange your user interface using containers"
msgstr ""
"Wie du deine Benutzeroberfläche effizient arrangierst indem du Container "
"Wie Du Deine Benutzeroberfläche effizient arrangierst indem Du Container "
"verwendest"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:25
@@ -91,24 +92,24 @@ msgid ""
"with others, like the AnimationPlayer, Tween or the StreamPlayer. Control "
"nodes are CanvasItems like Node2D, so you can apply shaders to them."
msgstr ""
"Verwende Control Nodes nur wenn du Benutzeroberflächen erstellst. Sie haben "
"einzigartige Eigenschaften, welche es ihnen erlauben mit einander zu "
"arbeiten. Andere Nodes, wir zum Beispiel Node2D oder Sprite funktionieren "
"nicht. Du kannst immer noch einige Nodes verwenden die mit anderen arbeiten, "
"wie AnimationPlayer, Tween oder StreamPlayer. Control Nodes sind "
"CanvasItems, ebenso wie Node2D, du kannst also Shader auf sie anwenden."
"Verwende Control-Nodes nur wenn Du Benutzeroberflächen erstellst. Sie haben "
"einzigartige Eigenschaften, welche es Dir erlauben mit einander zu arbeiten. "
"Andere Nodes, wie zum Beispiel Node2D oder Sprite funktionieren nicht. Du "
"kannst immer noch einige Nodes verwenden die mit anderen arbeiten, wie "
"AnimationPlayer, Tween oder StreamPlayer. Control-Nodes sind CanvasItems, "
"ebenso wie Node2D, Du kannst also Shader auf sie anwenden."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:37
msgid "All control nodes share the same main properties:"
msgstr "Alle Control Nodes teilen die selben Haupteigenschaften:"
msgstr "Alle Control-Nodes teilen die selben Haupteigenschaften:"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:39
msgid "Anchor"
msgstr "Anchor (Anker)"
msgstr "Anchor (Bezugspunkte)"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:40
msgid "Bounding rectangle"
msgstr "Bounding rectangle (umgebendes Rechteck)"
msgstr "Bounding rectangle (Begrenzungsrahmen)"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:41
msgid "Focus and focus neighbor"
@@ -116,22 +117,22 @@ msgstr "Focus and focus neighbor (Fokus und Fokus Nachbar)"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:42
msgid "Size flags"
msgstr "Size flags (Größen Einstellungen)"
msgstr "Size flags (Größeneinstellungen)"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:43
msgid "Margin"
msgstr "Margin (Seitenrand)"
msgstr "Margin (Außenabstand)"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:44
msgid "The optional UI theme"
msgstr "Das optionale Benutzeroberflächen Theme"
msgstr "Das optionale Benutzeroberflächen-Thema"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:46
msgid ""
"Once you understand the basics of the Control node, it will take you less "
"time to learn all the nodes that derive from it."
msgstr ""
"Wenn du die Grundlagen der Control Node verstanden hast, wird es dich dich "
"Wenn Du die Grundlagen des Control-Nodes verstanden hast, wird es Dich "
"weniger Zeit kosten all die Nodes zu erlernen die davon abstammen."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:51
@@ -143,16 +144,16 @@ msgid ""
"Godot ships with dozens of Control nodes. A lot of them are here to help you "
"build editor plugins and applications."
msgstr ""
"Godot wird mit dutzenden Control Nodes geliefert. Viele von ihnen sind da, "
"um dir zu helfen Editor Plugins und Anwendungen zu erstellen."
"Godot wird mit dutzenden Control-Nodes geliefert. Viele von ihnen sind da, "
"um Dir zu helfen Editor Plugins und Anwendungen zu erstellen."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:56
msgid ""
"For most games, you'll only need five types of UI elements, and a few "
"Containers. These five Control nodes are:"
msgstr ""
"Für die meisten Spiele benötigst du nur fünf Arten von UI Elementen und ein "
"paar Container. Diese fünf Control Nodes sind:"
"Für die meisten Spiele benötigst Du nur fünf Arten von UI Elementen und ein "
"paar Container. Diese fünf Control-Nodes sind:"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:59
msgid "Label: for displaying text"
@@ -162,14 +163,14 @@ msgstr "Label: um Text darzustellen"
msgid ""
"TextureRect: used mostly for backgrounds, or everything that should be a "
"static image"
msgstr "TextureRect: hauptsächlich Hintergründe oder statischen Bilder"
msgstr "TextureRect: hauptsächlich für Hintergründe oder statische Bilder"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:62
msgid ""
"TextureProgress: for lifebars, loading bars, horizontal, vertical or radial"
msgstr ""
"TextureProgress: für Lebensbalken, Ladebalken, Horizontal, Vertikal oder "
"Radial"
"TextureProgress: für Lebensanzeigen, Ladebalken, horizontal, vertikal oder "
"radial"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:64
msgid "NinePatchRect: for scalable panels"
@@ -177,11 +178,11 @@ msgstr "NinePatchRect: für skalierbare Paneele"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:65
msgid "TextureButton: to create buttons"
msgstr "TextureButton: um Buttons zu erstellen"
msgstr "TextureButton: um Schaltflächen zu erstellen"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:69
msgid "The 5 most common Control nodes for UI design"
msgstr "Die 5 häufigsten Control Nodes für UI Design"
msgstr "Die 5 häufigsten Control-Nodes für UI Design"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:72
msgid "TextureRect"
@@ -194,9 +195,9 @@ msgid ""
"property to change its behavior:"
msgstr ""
"**TextureRect** zeigt eine Textur oder ein Bild innerhalb einer "
"Benutzeroberfläche. Es scheint der Sprite Node ähnlich, doch es bietet "
"mehrere Modi zu Skalieren. Setzte die Stretch Mode Eigenschaft um das "
"Verhalten zu ändern:"
"Benutzeroberfläche an. Es scheint dem Sprite-Node ähnlich zu sein, bietet "
"jedoch mehrere Skalierungsmodi. Lege die Stretch-Mode-Eigenschaft fest, um "
"sein Verhalten zu ändern:"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:78
msgid ""
@@ -204,31 +205,29 @@ msgid ""
"rectangle, only if ``expand`` property is ``true``; otherwise, it behaves "
"like ``Keep`` mode. Default mode for backwards compatibility."
msgstr ""
"``Scale on Expand (compat)`` skaliert die Texture um sich auf das "
"begrenzende Rechteck der Node anzupassen, nur wenn die ``expand`` "
"Eigenschaft ``true`` ist; ansonsten verhält es sich wie der ``Keep`` Modus. "
"Standart Modus für abwärts Kompatibilität."
"``Scale on Expand (compat)`` skaliert die Textur um sich an den "
"Begrenzungsrahmen des Nodes anzupassen, nur wenn die ``expand`` Eigenschaft "
"``true`` ist; ansonsten verhält es sich wie der ``Keep`` Modus. Dem "
"Standardmodus für Abwärtskompatibilität."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:79
msgid "``Scale`` scales the texture to fit the nodes bounding rectangle"
msgstr ""
"``Scale`` skaliert die Texture um sich dem begrenzenden Rechteck der Node "
"``Scale`` skaliert die Textur, um sich dem Begrenzungsrahmen des Nodes "
"anzupassen"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:80
msgid "``Tile`` makes the texture repeat, but it won't scale"
msgstr ""
"``Tile`` lässt sich die Textur wiederholen, sie wird allerdings nicht "
"skaliert"
msgstr "``Tile`` wiederholt die Textur, sie wird allerdings nicht skaliert"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:81
msgid ""
"``Keep`` and ``Keep Centered`` force the texture to remain at its original "
"size, in the top left corner or the center of the frame respectively"
msgstr ""
"``Keep`` und ``Keep Centered`` zwingen die Textur ihre original Größe "
"beizubehalten und platzieren sie in der linken oberen Ecke, respektive der "
"Mitte des Rahmens"
"``Keep`` und ``Keep Centered`` zwingen die Textur ihre ursprüngliche Größe "
"beizubehalten und platzieren sie in der linken oberen Ecke bzw. in der Mitte "
"des Rahmens"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:84
msgid ""
@@ -238,7 +237,7 @@ msgid ""
msgstr ""
"``Keep Aspect`` und ``Keep Aspect Centered`` skalieren die Textur, aber "
"erzwingen das originale Seitenverhältnis und platzieren sie in der linken "
"oberen Ecke, respektive der Mitte des Rahmens"
"oberen Ecke bzw. in der Mitte des Rahmens"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:85
msgid ""
@@ -247,15 +246,15 @@ msgid ""
"nodes limits"
msgstr ""
"``Keep Aspect Covered`` funktioniert genau wie ``Keep Aspect Centered`` "
"allerdings wird die kürzere Seite dem begrenzenden Rechteck angepasst und "
"die längere geht bis an das Limit der Node"
"allerdings wird die kürzere Seite in den Begrenzungsrahmen eingepasst und "
"die längere an der Node-Begrenzung abgeschnitten"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:87
msgid ""
"As with Sprite nodes, you can modulate the TextureRect's color. Click the "
"``Modulate`` property and use the color picker."
msgstr ""
"Wie mit Sprite Nodes kannst du die Farbe des TextureRect modulieren. Klicke "
"Wie mit Sprite Nodes kannst Du die Farbe des TextureRect modulieren. Klicke "
"auf die ``Modulate`` Eigenschaft und verwende die Farbpipette."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:92

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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: 2019-03-01 14:18+0100\n"
"POT-Creation-Date: 2019-03-10 11:47+0100\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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