From f40c4bea650d5cdf22dcb3afc018ffefb4928b6b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 17 Dec 2019 12:03:07 +0100 Subject: [PATCH] Sync Weblate translations with Weblate template --- weblate/ar.po | 338 ++++++++++++++++++++++++------------------ weblate/bn.po | 332 +++++++++++++++++++++++------------------ weblate/ca.po | 338 ++++++++++++++++++++++++------------------ weblate/cs.po | 338 ++++++++++++++++++++++++------------------ weblate/da.po | 338 ++++++++++++++++++++++++------------------ weblate/de.po | 342 ++++++++++++++++++++++++------------------ weblate/el.po | 338 ++++++++++++++++++++++++------------------ weblate/eo.po | 332 +++++++++++++++++++++++------------------ weblate/es.po | 343 ++++++++++++++++++++++++------------------ weblate/es_MX.po | 341 ++++++++++++++++++++++++------------------ weblate/fa.po | 338 ++++++++++++++++++++++++------------------ weblate/fi.po | 341 ++++++++++++++++++++++++------------------ weblate/fil.po | 332 +++++++++++++++++++++++------------------ weblate/fr.po | 348 +++++++++++++++++++++++++------------------ weblate/he.po | 338 ++++++++++++++++++++++++------------------ weblate/hi.po | 338 ++++++++++++++++++++++++------------------ weblate/hu.po | 338 ++++++++++++++++++++++++------------------ weblate/id.po | 338 ++++++++++++++++++++++++------------------ weblate/it.po | 341 ++++++++++++++++++++++++------------------ weblate/ja.po | 345 ++++++++++++++++++++++++------------------ weblate/jbo.po | 332 +++++++++++++++++++++++------------------ weblate/ko.po | 342 ++++++++++++++++++++++++------------------ weblate/lt.po | 338 ++++++++++++++++++++++++------------------ weblate/ms.po | 338 ++++++++++++++++++++++++------------------ weblate/nb.po | 332 +++++++++++++++++++++++------------------ weblate/nl.po | 338 ++++++++++++++++++++++++------------------ weblate/pl.po | 344 ++++++++++++++++++++++++------------------ weblate/pt_BR.po | 339 ++++++++++++++++++++++++------------------ weblate/pt_PT.po | 341 ++++++++++++++++++++++++------------------ weblate/ro.po | 338 ++++++++++++++++++++++++------------------ weblate/ru.po | 362 ++++++++++++++++++++++++++------------------- weblate/sk.po | 332 +++++++++++++++++++++++------------------ weblate/sl.po | 332 +++++++++++++++++++++++------------------ weblate/sr_Latn.po | 338 ++++++++++++++++++++++++------------------ weblate/sv.po | 338 ++++++++++++++++++++++++------------------ weblate/te.po | 338 ++++++++++++++++++++++++------------------ weblate/th.po | 332 +++++++++++++++++++++++------------------ weblate/tr.po | 338 ++++++++++++++++++++++++------------------ weblate/uk.po | 339 ++++++++++++++++++++++++------------------ weblate/vi.po | 340 ++++++++++++++++++++++++------------------ weblate/zh_CN.po | 359 +++++++++++++++++++++++++------------------- weblate/zh_TW.po | 338 ++++++++++++++++++++++++------------------ 42 files changed, 8054 insertions(+), 6191 deletions(-) diff --git a/weblate/ar.po b/weblate/ar.po index 79e4cedb1b..9e3b33dcd2 100644 --- a/weblate/ar.po +++ b/weblate/ar.po @@ -19,7 +19,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-10-04 03:16+0000\n" "Last-Translator: Omar Aglan \n" "Language-Team: Arabic ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8069,12 +8069,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8107,8 +8107,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8134,8 +8134,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18175,7 +18175,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41514,7 +41514,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48100,7 +48100,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49105,7 +49105,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49188,11 +49188,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55488,52 +55488,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55541,11 +55540,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55554,18 +55553,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55573,51 +55572,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "أندرويد" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55629,18 +55628,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55648,11 +55647,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55660,11 +55659,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55673,18 +55672,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58556,12 +58555,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "الدروس التعليمية" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "الدروس التعليمية" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58832,7 +58832,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59531,7 +59531,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60392,8 +60392,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "الدروس التعليمية" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61083,9 +61084,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64641,7 +64642,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69043,9 +69044,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69173,7 +69174,7 @@ msgstr "أختبار" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69264,14 +69265,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69279,11 +69315,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69292,36 +69328,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69925,45 +69964,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69975,25 +70017,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70001,23 +70043,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70025,28 +70067,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70054,7 +70096,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70062,53 +70104,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70116,7 +70158,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70124,30 +70166,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70156,11 +70198,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70168,98 +70210,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70318,7 +70360,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/bn.po b/weblate/bn.po index 81bc87332d..b520a019f6 100644 --- a/weblate/bn.po +++ b/weblate/bn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-15 06:02+0000\n" "Last-Translator: Hasibul Hasan \n" "Language-Team: Bengali ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7924,12 +7924,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7962,8 +7962,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -7989,8 +7989,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18014,7 +18014,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41327,7 +41327,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47900,7 +47900,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48902,7 +48902,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -48985,11 +48985,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55280,52 +55280,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55333,11 +55332,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55346,18 +55345,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55365,50 +55364,50 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55420,18 +55419,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55439,11 +55438,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55451,11 +55450,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55464,18 +55463,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58345,11 +58344,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58621,7 +58620,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59319,7 +59318,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60180,7 +60179,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -60870,9 +60869,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64416,7 +64415,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68809,9 +68808,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -68937,7 +68936,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69028,14 +69027,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69043,11 +69077,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69056,36 +69090,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69688,45 +69725,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69738,25 +69778,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69764,23 +69804,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69788,28 +69828,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69817,7 +69857,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69825,53 +69865,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69879,7 +69919,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69887,30 +69927,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69919,11 +69959,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -69931,98 +69971,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70081,7 +70121,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/ca.po b/weblate/ca.po index 49c46b5236..813dabb8fe 100644 --- a/weblate/ca.po +++ b/weblate/ca.po @@ -11,7 +11,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-09-13 14:21+0000\n" "Last-Translator: roger <616steam@gmail.com>\n" "Language-Team: Catalan ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8321,12 +8321,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8359,8 +8359,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8386,8 +8386,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18421,7 +18421,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41744,7 +41744,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48323,7 +48323,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49328,7 +49328,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49411,11 +49411,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55710,52 +55710,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55763,11 +55762,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55776,18 +55775,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55795,51 +55794,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55851,18 +55850,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55870,11 +55869,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55882,11 +55881,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55895,18 +55894,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58777,12 +58776,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutorials en text" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutorials en text" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -59056,7 +59056,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59755,7 +59755,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60616,8 +60616,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutorials en text" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61307,9 +61308,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64867,7 +64868,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69265,9 +69266,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69394,7 +69395,7 @@ msgstr "Primers passos" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69485,15 +69486,50 @@ msgid "Profiler" msgstr "Perfilador" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 #, fuzzy msgid "Network Profiler" msgstr "Perfilador" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69501,11 +69537,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitors" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69514,36 +69550,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Memòria de Vídeo" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70146,45 +70185,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70196,25 +70238,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70222,23 +70264,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70246,28 +70288,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70275,7 +70317,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70283,53 +70325,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70337,7 +70379,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70345,30 +70387,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70377,11 +70419,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70389,98 +70431,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70539,7 +70581,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/cs.po b/weblate/cs.po index 1fb0e38811..f51ef324c7 100644 --- a/weblate/cs.po +++ b/weblate/cs.po @@ -17,7 +17,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-15 06:03+0000\n" "Last-Translator: Luboš Nečas \n" "Language-Team: Czech ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8008,12 +8008,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8046,8 +8046,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8073,8 +8073,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18129,7 +18129,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41475,7 +41475,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48065,7 +48065,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49071,7 +49071,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49154,11 +49154,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55457,52 +55457,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55510,11 +55509,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55523,18 +55522,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55542,51 +55541,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Pluginy" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55598,18 +55597,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55617,11 +55616,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55629,11 +55628,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55642,18 +55641,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58528,12 +58527,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutoriály" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutoriály" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58804,7 +58804,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59503,7 +59503,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60364,8 +60364,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutoriály" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61055,9 +61056,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64614,7 +64615,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69019,9 +69020,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69149,7 +69150,7 @@ msgstr "Testované" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69240,15 +69241,50 @@ msgid "Profiler" msgstr "Profiler" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 #, fuzzy msgid "Network Profiler" msgstr "Profiler" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69256,11 +69292,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69269,36 +69305,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Video pamět" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Různé" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69903,45 +69942,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69953,25 +69995,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69979,23 +70021,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70003,28 +70045,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70032,7 +70074,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70040,53 +70082,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70094,7 +70136,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70102,30 +70144,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70134,11 +70176,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70146,98 +70188,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70296,7 +70338,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/da.po b/weblate/da.po index b4289d0024..c596bc100f 100644 --- a/weblate/da.po +++ b/weblate/da.po @@ -15,7 +15,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-09-07 13:52+0000\n" "Last-Translator: Mads K. Bredager \n" "Language-Team: Danish ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8088,12 +8088,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8126,8 +8126,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8153,8 +8153,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18187,7 +18187,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41514,7 +41514,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48094,7 +48094,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49098,7 +49098,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49181,11 +49181,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55478,52 +55478,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55531,11 +55530,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55544,18 +55543,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55563,51 +55562,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55619,18 +55618,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55638,11 +55637,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55650,11 +55649,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55663,18 +55662,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58545,12 +58544,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutorials" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutorials" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58824,7 +58824,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59523,7 +59523,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60384,8 +60384,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutorials" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61074,9 +61075,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64631,7 +64632,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69028,9 +69029,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69158,7 +69159,7 @@ msgstr "Tester" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69249,14 +69250,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69264,11 +69300,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69277,36 +69313,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69910,45 +69949,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69960,25 +70002,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69986,23 +70028,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70010,28 +70052,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70039,7 +70081,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70047,53 +70089,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70101,7 +70143,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70109,30 +70151,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70141,11 +70183,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70153,98 +70195,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70303,7 +70345,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/de.po b/weblate/de.po index bbea4e9320..3cd58568b1 100644 --- a/weblate/de.po +++ b/weblate/de.po @@ -91,7 +91,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-15 05:53+0000\n" "Last-Translator: So Wieso \n" "Language-Team: German ` in Deinem Skript einfügen:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "Die Dokumentation jeder Klasse in der :ref:`Class Reference ` " "zeigt die Benachrichtigungen an, die sie erhalten kann. In den meisten " "Fällen bietet GDScript jedoch einfachere überschreibbare Funktionen." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Überschreibbare Funktionen" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Solche überschreibbaren Funktionen, die wie folgt beschrieben werden, können " @@ -10821,13 +10824,14 @@ msgstr "" "die in Ressourcen enthaltenen Daten." #: ../../docs/getting_started/step_by_step/resources.rst:19 +#, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Alles, was Godot speichert oder von der Festplatte lädt, ist eine Ressource. " "Sei es eine Szene (eine .tscn- oder eine .scn-Datei), ein Bild, ein " @@ -10878,9 +10882,10 @@ msgstr "" "gespeichert ist." #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" "**Integriert** gespeichert in der \\*.tscn- oder \\*.scn-Datei, an die sie " "angehängt sind." @@ -10915,10 +10920,11 @@ msgstr "" "integrierten Ressource." #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "Der Wechsel zwischen integrierten und externen Ressourcen erfolgt beim " "Speichern der Szene. Wenn Du im obigen Beispiel den Pfad \\`\"res://robi.png " @@ -21528,7 +21534,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -45014,7 +45020,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -51615,7 +51621,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -52620,7 +52626,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -52703,11 +52709,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -59021,52 +59027,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -59074,11 +59079,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -59087,19 +59092,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "Das HUD zeigt die folgenden Informationen an:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -59107,52 +59112,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`Spatial gizmo Plug-Ins `" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Ablaufsteuerung" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -59164,19 +59169,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Nodes erstellen" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -59184,12 +59189,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Boolsches ODER" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -59197,11 +59202,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -59210,19 +59215,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Switch" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -62102,12 +62107,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Anleitung für Einsteiger - VR" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "Anleitung für Einsteiger - VR" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -62385,7 +62390,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -63087,7 +63092,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -63950,7 +63955,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "Anleitung für Einsteiger - VR" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -64644,9 +64649,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -68212,7 +68217,7 @@ msgid "Then, from your script:" msgstr "Die Rolle des Skriptes" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -72701,9 +72706,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -72831,7 +72836,7 @@ msgstr "Zeichenketten" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -72922,14 +72927,49 @@ msgid "Profiler" msgstr "Profiler" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Netzwerk-Profiler" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -72937,11 +72977,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitore" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -72950,36 +72990,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Grafikspeicher" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Verschiedenes" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -73586,45 +73629,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -73636,25 +73682,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -73662,23 +73708,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -73686,29 +73732,29 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Beispiel für Geschosse" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -73716,7 +73762,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -73724,53 +73770,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -73778,7 +73824,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -73786,30 +73832,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -73818,11 +73864,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -73830,99 +73876,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "Beachte folgendes:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -73981,7 +74027,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -81812,6 +81858,10 @@ msgstr "" "`Zeef Godot Engine: Ein gut sortiertes Ressourcen-Verzeichnis von Andre " "Schmitz `_" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Anleitung für Einsteiger - VR" + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/el.po b/weblate/el.po index 91fbbf9d83..8ca4078839 100644 --- a/weblate/el.po +++ b/weblate/el.po @@ -15,7 +15,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-15 05:53+0000\n" "Last-Translator: George Tsiamasiotis \n" "Language-Team: Greek ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8357,12 +8357,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8395,8 +8395,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8422,8 +8422,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18487,7 +18487,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41842,7 +41842,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48431,7 +48431,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49437,7 +49437,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49520,11 +49520,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55825,52 +55825,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55878,11 +55877,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55891,18 +55890,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55910,51 +55909,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55966,18 +55965,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55985,11 +55984,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55997,11 +55996,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -56010,19 +56009,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Μεταγωγέας" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58897,12 +58896,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Διδακτικό υλικό" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Διδακτικό υλικό" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -59177,7 +59177,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59876,7 +59876,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60737,8 +60737,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Διδακτικό υλικό" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61428,9 +61429,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64991,7 +64992,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69399,9 +69400,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69529,7 +69530,7 @@ msgstr "Δοκιμιμαστικά" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69620,14 +69621,49 @@ msgid "Profiler" msgstr "Πρόγραμμα Δημιουργίας Προφίλ" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Πρόγραμμα Δημιουργίας Δικτυακού Προφίλ" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69635,11 +69671,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Παρακολούθηση" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69648,36 +69684,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Βίντεο μνήμη" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Διάφορα" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70282,45 +70321,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70332,25 +70374,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70358,23 +70400,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70382,28 +70424,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70411,7 +70453,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70419,53 +70461,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70473,7 +70515,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70481,30 +70523,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70513,11 +70555,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70525,98 +70567,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70675,7 +70717,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/eo.po b/weblate/eo.po index 5e85baa1f8..6087a6eaa6 100644 --- a/weblate/eo.po +++ b/weblate/eo.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-02 08:49+0000\n" "Last-Translator: Alejandro Sánchez Medina \n" "Language-Team: Esperanto ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7916,12 +7916,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7954,8 +7954,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -7981,8 +7981,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18010,7 +18010,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41323,7 +41323,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47896,7 +47896,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48898,7 +48898,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -48981,11 +48981,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55276,52 +55276,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55329,11 +55328,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55342,18 +55341,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55361,50 +55360,50 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55416,18 +55415,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55435,11 +55434,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55447,11 +55446,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55460,18 +55459,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58341,11 +58340,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58617,7 +58616,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59315,7 +59314,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60176,7 +60175,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -60866,9 +60865,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64412,7 +64411,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68805,9 +68804,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -68933,7 +68932,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69024,14 +69023,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69039,11 +69073,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69052,36 +69086,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69684,45 +69721,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69734,25 +69774,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69760,23 +69800,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69784,28 +69824,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69813,7 +69853,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69821,53 +69861,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69875,7 +69915,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69883,30 +69923,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69915,11 +69955,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -69927,98 +69967,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70077,7 +70117,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/es.po b/weblate/es.po index c7739cc808..3a5cb45c16 100644 --- a/weblate/es.po +++ b/weblate/es.po @@ -92,7 +92,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-15 06:03+0000\n" "Last-Translator: Angelvel Jesus Marrufo Pava \n" @@ -1953,7 +1953,7 @@ msgstr ":ref:`doc_gles2_gles3_differences`" #: ../../docs/about/docs_changelog.rst:211 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:350 #: ../../docs/development/compiling/index.rst:2 -#: ../../docs/development/compiling/compiling_for_windows.rst:84 +#: ../../docs/development/compiling/compiling_for_windows.rst:85 #: ../../docs/development/compiling/compiling_for_x11.rst:85 #: ../../docs/development/compiling/compiling_for_osx.rst:23 #: ../../docs/development/compiling/compiling_for_ios.rst:19 @@ -4059,22 +4059,25 @@ msgstr "" "` en tu script:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "La documentación de cada clase en la :ref:`Referencia de Clases ` muestra las notificaciones que puedes recibir. Sin embargo, en la " "mayoría de los casos, GDScript proporciona funciones anulables más simples." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Funciones anulables" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Estas funciones, que se describen a continuación, se pueden aplicar a los " @@ -10916,13 +10919,14 @@ msgstr "" "los datos contenidos en los **Resources**." #: ../../docs/getting_started/step_by_step/resources.rst:19 +#, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Todo lo que Godot guarde o cargue desde el disco es un recurso. Ya sea una " "escena (un archivo.tscn o.scn), una imagen, un script.... Estos son algunos " @@ -10970,9 +10974,10 @@ msgstr "" "**External** a una escena, guardada en el disco como archivos individuales." #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" "**Built-in**, guardado dentro del archivo \\*.tscn o \\*.scn al que están " "adjuntos." @@ -11005,10 +11010,11 @@ msgstr "" "está vacía, se convierte en un recurso incorporado." #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "El cambio entre recursos incorporados y externos se produce al guardar la " "escena. En el ejemplo anterior, si borra la ruta \\`\"res://robi.png\"\\` y " @@ -23790,7 +23796,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -51217,7 +51223,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -58163,9 +58169,10 @@ msgid "" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 +#, fuzzy msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" "En la ayuda en línea de Godot (en la pestaña script) puedes comprobar qué " @@ -59195,7 +59202,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -59278,11 +59285,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -65872,52 +65879,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -65925,12 +65931,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "Uso de un editor de texto externo" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -65939,19 +65945,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "El HUD mostrará la siguiente información:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -65959,52 +65965,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`doc_visual_shader_plugins`" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Expression Node" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -66016,19 +66022,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Creación de nodos" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -66036,12 +66042,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Disyunción booleana" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -66049,11 +66055,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -66062,19 +66068,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Switch" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -69349,12 +69355,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutorial VR para principiantes" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "Tutorial VR para principiantes" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -69652,7 +69658,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -70370,7 +70376,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -71237,7 +71243,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "Tutorial VR para principiantes" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -71955,9 +71961,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -75647,7 +75653,7 @@ msgid "Then, from your script:" msgstr "El papel del script" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -80230,9 +80236,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -80362,7 +80368,7 @@ msgstr "Cadenas de caracteres" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -80454,14 +80460,49 @@ msgid "Profiler" msgstr "Profiler" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Profiler de Red" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -80469,11 +80510,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitores" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -80482,29 +80523,32 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Memoria de Vídeo" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Otros" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "Remoto en el panel de Escenas" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 #, fuzzy msgid "" "When running a game in the editor two options appear at the top of the " @@ -80515,7 +80559,7 @@ msgstr "" "``Escenas``. Puedes cambiar a ``Remoto`` e inspeccionar o cambiar los " "parámetros de los nodos del juego en ejecución." -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -81144,45 +81188,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -81194,25 +81241,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -81220,23 +81267,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -81244,29 +81291,29 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Ejemplo de disparos" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -81274,7 +81321,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -81282,53 +81329,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -81336,7 +81383,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -81344,30 +81391,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -81376,11 +81423,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -81388,99 +81435,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "En el siguiente ejemplo:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -81540,7 +81587,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -89414,6 +89461,10 @@ msgstr "" "`Zeef Godot Engine: Un directorio de recursos supervisado por Andre Schmitz " "`_" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Tutorial VR para principiantes" + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/es_MX.po b/weblate/es_MX.po index 4cd28b669e..d504b9a275 100644 --- a/weblate/es_MX.po +++ b/weblate/es_MX.po @@ -30,7 +30,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-03 07:11+0000\n" "Last-Translator: Rafael Dávila Mendoza \n" "Language-Team: Spanish (Mexico) ` en su script:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "La documentación de cada clase en: :ref:`Class Reference ` " "muestra las notificaciones que puede recibir. Sin embargo, en la mayoría de " "los casos GDScript proporciona funciones anulables más simples." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Funciones anulables" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Estas funciones anulables, que se describen a continuación, se pueden " @@ -9288,12 +9291,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -9326,8 +9329,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -9353,8 +9356,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -19421,7 +19424,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -42806,7 +42809,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -49396,7 +49399,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -50403,7 +50406,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -50486,11 +50489,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -56801,52 +56804,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -56854,11 +56856,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -56867,19 +56869,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "La escena de la pandilla utilizará los siguientes nodos:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -56887,52 +56889,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Procesando" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -56944,19 +56946,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Crear nodos" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -56964,12 +56966,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Crear nodos" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -56977,11 +56979,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -56990,18 +56992,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -59880,12 +59882,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutoriales Escritos" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutoriales Escritos" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -60156,7 +60159,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -60855,7 +60858,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -61717,8 +61720,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutoriales Escritos" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -62410,9 +62414,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -65975,7 +65979,7 @@ msgid "Then, from your script:" msgstr "El papel o rol del script" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -70419,9 +70423,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -70549,7 +70553,7 @@ msgstr "Múltiples instancias" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -70640,14 +70644,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -70655,11 +70694,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -70668,36 +70707,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -71303,45 +71345,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -71353,25 +71398,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -71379,23 +71424,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -71403,29 +71448,29 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Ejemplo de disparo continuo" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -71433,7 +71478,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -71441,53 +71486,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -71495,7 +71540,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -71503,30 +71548,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -71535,11 +71580,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -71547,99 +71592,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "La escena de la pandilla utilizará los siguientes nodos:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -71698,7 +71743,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/fa.po b/weblate/fa.po index 12f037ff58..3a1bdaef41 100644 --- a/weblate/fa.po +++ b/weblate/fa.po @@ -18,7 +18,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-09-26 11:59+0000\n" "Last-Translator: Focus \n" "Language-Team: Persian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8270,12 +8270,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8308,8 +8308,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8335,8 +8335,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18380,7 +18380,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41718,7 +41718,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48305,7 +48305,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49310,7 +49310,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49393,11 +49393,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55690,52 +55690,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55743,11 +55742,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55756,18 +55755,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55775,51 +55774,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "تولید محتوا" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55831,18 +55830,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55850,11 +55849,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55862,11 +55861,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55875,19 +55874,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "سوییچ" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58759,12 +58758,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "آموزش‌ها" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "آموزش‌ها" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -59035,7 +59035,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59734,7 +59734,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60595,8 +60595,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "آموزش‌ها" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61286,9 +61287,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64841,7 +64842,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69241,9 +69242,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69370,7 +69371,7 @@ msgstr "شروع" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69461,14 +69462,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69476,11 +69512,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69489,36 +69525,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70122,45 +70161,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70172,25 +70214,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70198,23 +70240,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70222,28 +70264,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70251,7 +70293,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70259,53 +70301,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70313,7 +70355,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70321,30 +70363,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70353,11 +70395,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70365,98 +70407,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70515,7 +70557,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/fi.po b/weblate/fi.po index 8ae4259234..5148107ec9 100644 --- a/weblate/fi.po +++ b/weblate/fi.po @@ -17,7 +17,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-03 07:10+0000\n" "Last-Translator: Tapani Niemi \n" "Language-Team: Finnish ` funktion skriptiisi:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "Kunkin luokan dokumentaatio näyttää :ref:`Class Reference ` " "osiossa ilmoitukset, jotka luokka voi vastaanottaa. Kuitenkin, useimmissa " "tapauksissa GDScript tarjoaa yksinkertaisemmat ylikirjoitettavat funktiot." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Ylikirjoitettavat funktiot" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "Solmuilla voidaan käyttää seuraavia ylikirjoitettavia funktioita:" @@ -9282,12 +9285,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -9320,8 +9323,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -9347,8 +9350,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -19482,7 +19485,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -42824,7 +42827,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -49399,7 +49402,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -50403,7 +50406,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -50486,11 +50489,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -56789,52 +56792,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -56842,11 +56844,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -56855,19 +56857,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "Heijastusnäyttö näyttää seuraavat tiedot:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -56875,52 +56877,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`doc_visual_shader_plugins`" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Käsittelyjärjestys" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -56932,19 +56934,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Solmujen luonti" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -56952,12 +56954,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "TileMap-solmu" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -56965,11 +56967,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -56978,19 +56980,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Valinta (Switch)" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -59863,12 +59865,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tekstioppaat" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tekstioppaat" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -60141,7 +60144,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -60840,7 +60843,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -61702,8 +61705,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tekstioppaat" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -62395,9 +62399,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -65952,7 +65956,7 @@ msgid "Then, from your script:" msgstr "Skriptin rooli" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -70374,9 +70378,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -70504,7 +70508,7 @@ msgstr "Käyttäjäasetukset" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -70595,14 +70599,49 @@ msgid "Profiler" msgstr "Profiloija" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Verkkoprofiloija" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -70610,11 +70649,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitoroijat" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -70623,36 +70662,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Näyttömuisti" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Sekalaista" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -71261,45 +71303,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -71311,25 +71356,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -71337,23 +71382,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -71361,28 +71406,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "Kääntäjän valinta" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -71390,7 +71435,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -71398,53 +71443,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -71452,7 +71497,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -71460,30 +71505,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -71492,11 +71537,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -71504,98 +71549,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "Seuraavilla nimillä:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -71654,7 +71699,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/fil.po b/weblate/fil.po index 5c8cec617d..34edc47be5 100644 --- a/weblate/fil.po +++ b/weblate/fil.po @@ -12,7 +12,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-11-21 14:24+0000\n" "Last-Translator: Bakainkorp \n" "Language-Team: Filipino ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7944,12 +7944,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7982,8 +7982,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8009,8 +8009,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18036,7 +18036,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41350,7 +41350,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47923,7 +47923,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48925,7 +48925,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49008,11 +49008,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55303,52 +55303,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55356,11 +55355,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55369,18 +55368,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55388,50 +55387,50 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55443,18 +55442,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55462,11 +55461,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55474,11 +55473,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55487,18 +55486,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58368,11 +58367,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58644,7 +58643,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59342,7 +59341,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60203,7 +60202,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -60893,9 +60892,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64439,7 +64438,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68832,9 +68831,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -68960,7 +68959,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69051,14 +69050,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69066,11 +69100,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69079,36 +69113,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69711,45 +69748,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69761,25 +69801,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69787,23 +69827,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69811,28 +69851,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69840,7 +69880,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69848,53 +69888,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69902,7 +69942,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69910,30 +69950,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69942,11 +69982,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -69954,98 +69994,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70104,7 +70144,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/fr.po b/weblate/fr.po index 76923bf83a..396d75f5c4 100644 --- a/weblate/fr.po +++ b/weblate/fr.po @@ -122,7 +122,7 @@ msgid "" msgstr "" "Project-Id-Version: French (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-16 23:50+0000\n" "Last-Translator: Caye Pierre \n" "Language-Team: French `" #: ../../docs/about/docs_changelog.rst:211 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:350 #: ../../docs/development/compiling/index.rst:2 -#: ../../docs/development/compiling/compiling_for_windows.rst:84 +#: ../../docs/development/compiling/compiling_for_windows.rst:85 #: ../../docs/development/compiling/compiling_for_x11.rst:85 #: ../../docs/development/compiling/compiling_for_osx.rst:23 #: ../../docs/development/compiling/compiling_for_ios.rst:19 @@ -4158,22 +4158,25 @@ msgstr "" "` dans votre script :" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "La documentation de chaque classe dans la :ref:`Class Reference ` montre les notifications qu'elle peut recevoir. Cependant, dans la " "plupart des cas, GDScript fournit des fonctions de surcharge plus simples." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Fonctions surchargeables" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "De telles fonctions surchargeables, décrites comme suit, peuvent être " @@ -11154,13 +11157,14 @@ msgstr "" "qu'elles contiennent." #: ../../docs/getting_started/step_by_step/resources.rst:19 +#, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Tout ce que Godot sauvegarde ou charge depuis le disque est une ressource. " "Que ce soit une scène(un .tscn ou un fichier .scn), une image, un script... " @@ -11211,9 +11215,10 @@ msgstr "" "individuels." #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" "**Intégrés**, enregistrés dans le fichier \\*.tscn ou le fichier \\*.scn " "auquel ils sont attachés." @@ -11248,10 +11253,11 @@ msgstr "" "intégrée." #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "Le basculement entre les ressources intégrées et externes se produit lorsque " "vous enregistrez la scène. Dans l'exemple ci-dessus, si vous effacez le " @@ -24296,9 +24302,10 @@ msgstr "" "filtrage." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 +#, fuzzy msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" "Par exemple : inclure toutes les pistes dans les animations dont les noms se " @@ -56662,8 +56669,9 @@ msgstr "" "droite (donc dessiner un grand nombre de points serait un gaspillage)." #: ../../docs/tutorials/math/beziers_and_curves.rst:183 +#, fuzzy msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -63322,7 +63330,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -64332,7 +64340,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -64415,11 +64423,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -70742,54 +70750,53 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "De gauche à droite dans la barre d'outils :" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" "La dernière icône affiche le code du shader généré correspondant à votre " "graphique." -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -70797,11 +70804,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "Utilisation de l'éditeur Visual Shader" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -70810,18 +70817,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "Ce popup a les propriétés suivantes :" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -70829,52 +70836,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" "Vous pouvez également glisser et déposer des nœuds de la popup sur le " "graphique." -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "Nœuds Visual Shader" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "Nœud d'expression" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -70886,18 +70893,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "Nœud Fresnel" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -70905,11 +70912,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "Nœud booléen" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -70917,11 +70924,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -70930,18 +70937,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "Nœud switch" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -73821,11 +73828,13 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +#, fuzzy +msgid "VR starter tutorial" msgstr "Tutoriel pour commencer en VR" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +#, fuzzy +msgid "VR starter tutorial part 1" msgstr "Tutoriel pour commencer en VR première partie" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -74112,7 +74121,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -74849,7 +74858,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -75720,8 +75729,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "Tutoriel de démarrage VR deuxième partie" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutoriel pour commencer en VR première partie" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -76449,9 +76459,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -80091,7 +80101,7 @@ msgid "Then, from your script:" msgstr "Puis, à partir de votre script :" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -84640,9 +84650,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -84768,7 +84778,7 @@ msgstr "Réglages" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -84859,14 +84869,49 @@ msgid "Profiler" msgstr "Profileur" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Profileur réseau" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -84874,11 +84919,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Moniteurs" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -84887,36 +84932,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Mémoire vidéo" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Divers" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -85544,45 +85592,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -85594,25 +85645,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -85620,23 +85671,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -85644,28 +85695,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "Sélection d'un compilateur" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -85673,7 +85724,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -85681,53 +85732,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -85735,7 +85786,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -85743,30 +85794,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -85775,11 +85826,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -85787,98 +85838,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "Avec les noms suivants :" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -85937,7 +85988,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -93831,6 +93882,9 @@ msgstr "" "`Zeef Godot Engine : Un répertoire de ressources créé par Andre Schmitz " "`_" +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Tutoriel de démarrage VR deuxième partie" + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/he.po b/weblate/he.po index 5226648134..ff7c0cabc6 100644 --- a/weblate/he.po +++ b/weblate/he.po @@ -14,7 +14,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-09-07 13:53+0000\n" "Last-Translator: Ido Dana \n" "Language-Team: Hebrew ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8061,12 +8061,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8099,8 +8099,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8126,8 +8126,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18177,7 +18177,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41515,7 +41515,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48102,7 +48102,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49107,7 +49107,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49190,11 +49190,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55493,52 +55493,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55546,11 +55545,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55559,18 +55558,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55578,51 +55577,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55634,18 +55633,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55653,11 +55652,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55665,11 +55664,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55678,18 +55677,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58561,12 +58560,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "מדריכים" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "מדריכים" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58837,7 +58837,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59536,7 +59536,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60397,8 +60397,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "מדריכים" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61088,9 +61089,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64645,7 +64646,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69044,9 +69045,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69173,7 +69174,7 @@ msgstr "מתחילים" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69264,14 +69265,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69279,11 +69315,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69292,36 +69328,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69925,45 +69964,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69975,25 +70017,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70001,23 +70043,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70025,28 +70067,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70054,7 +70096,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70062,53 +70104,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70116,7 +70158,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70124,30 +70166,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70156,11 +70198,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70168,98 +70210,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70318,7 +70360,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/hi.po b/weblate/hi.po index 20aa79cfb2..1b87139858 100644 --- a/weblate/hi.po +++ b/weblate/hi.po @@ -9,7 +9,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-10-18 18:03+0000\n" "Last-Translator: Lakshmi-Jayakumar \n" "Language-Team: Hindi ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7960,12 +7960,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7998,8 +7998,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8025,8 +8025,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18057,7 +18057,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41380,7 +41380,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47964,7 +47964,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48969,7 +48969,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49052,11 +49052,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55349,52 +55349,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55402,11 +55401,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55415,18 +55414,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55434,51 +55433,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "सामग्री बनाना" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55490,18 +55489,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55509,11 +55508,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55521,11 +55520,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55534,18 +55533,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58416,12 +58415,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "ट्यूटोरियल" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "ट्यूटोरियल" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58692,7 +58692,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59391,7 +59391,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60252,8 +60252,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "ट्यूटोरियल" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -60943,9 +60944,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64498,7 +64499,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68895,9 +68896,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69024,7 +69025,7 @@ msgstr "सीखना शुरु" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69115,14 +69116,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69130,11 +69166,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69143,36 +69179,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69775,45 +69814,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69825,25 +69867,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69851,23 +69893,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69875,28 +69917,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69904,7 +69946,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69912,53 +69954,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69966,7 +70008,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69974,30 +70016,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70006,11 +70048,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70018,98 +70060,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70168,7 +70210,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/hu.po b/weblate/hu.po index 2e104231fc..d6a813331c 100644 --- a/weblate/hu.po +++ b/weblate/hu.po @@ -12,7 +12,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-07-02 12:04+0000\n" "Last-Translator: gergely87 \n" "Language-Team: Hungarian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8081,12 +8081,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8119,8 +8119,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8146,8 +8146,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18193,7 +18193,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41534,7 +41534,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48120,7 +48120,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49125,7 +49125,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49208,11 +49208,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55510,52 +55510,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55563,11 +55562,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55576,18 +55575,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55595,51 +55594,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Bővítmények" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55651,18 +55650,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55670,11 +55669,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55682,11 +55681,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55695,18 +55694,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58578,12 +58577,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Oktatóanyagok" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Oktatóanyagok" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58857,7 +58857,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59556,7 +59556,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60417,8 +60417,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Oktatóanyagok" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61107,9 +61108,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64665,7 +64666,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69065,9 +69066,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69195,7 +69196,7 @@ msgstr "Tesztelés" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69286,14 +69287,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69301,11 +69337,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69314,36 +69350,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69947,45 +69986,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69997,25 +70039,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70023,23 +70065,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70047,28 +70089,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70076,7 +70118,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70084,53 +70126,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70138,7 +70180,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70146,30 +70188,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70178,11 +70220,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70190,98 +70232,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70340,7 +70382,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/id.po b/weblate/id.po index 8406435d12..551ff3780e 100644 --- a/weblate/id.po +++ b/weblate/id.po @@ -20,7 +20,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-10-27 07:48+0000\n" "Last-Translator: Dimzt \n" "Language-Team: Indonesian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8246,12 +8246,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8284,8 +8284,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8311,8 +8311,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18342,7 +18342,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41666,7 +41666,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48250,7 +48250,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49255,7 +49255,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49338,11 +49338,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55635,52 +55635,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55688,11 +55687,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55701,18 +55700,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55720,51 +55719,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55776,18 +55775,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55795,11 +55794,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55807,11 +55806,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55820,18 +55819,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58702,12 +58701,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutorial" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutorial" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58982,7 +58982,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59681,7 +59681,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60542,8 +60542,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutorial" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61233,9 +61234,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64794,7 +64795,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69192,9 +69193,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69322,7 +69323,7 @@ msgstr "Menguji" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69413,14 +69414,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69428,11 +69464,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69441,36 +69477,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70074,45 +70113,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70124,25 +70166,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70150,23 +70192,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70174,28 +70216,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70203,7 +70245,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70211,53 +70253,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70265,7 +70307,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70273,30 +70315,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70305,11 +70347,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70317,98 +70359,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70467,7 +70509,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/it.po b/weblate/it.po index bff27a25f0..f53bb33d71 100644 --- a/weblate/it.po +++ b/weblate/it.po @@ -52,7 +52,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-17 10:52+0000\n" "Last-Translator: maxbarrett9 \n" "Language-Team: Italian `" #: ../../docs/about/docs_changelog.rst:211 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:350 #: ../../docs/development/compiling/index.rst:2 -#: ../../docs/development/compiling/compiling_for_windows.rst:84 +#: ../../docs/development/compiling/compiling_for_windows.rst:85 #: ../../docs/development/compiling/compiling_for_x11.rst:85 #: ../../docs/development/compiling/compiling_for_osx.rst:23 #: ../../docs/development/compiling/compiling_for_ios.rst:19 @@ -3993,22 +3993,25 @@ msgstr "" "al tuo script:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "La documentazione di ogni classe presente in :ref:`Class Reference ` mostra le notifiche che possono ricevere. Però, in molti casi " "GDScript fornisce funzioni più semplici e ignorabili." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Funzioni sovrascrivibili" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Tali funzioni sovrascrivibili, le quali sono descritte di seguito, possono " @@ -9681,12 +9684,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -9719,8 +9722,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -9746,8 +9749,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -19781,7 +19784,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -43140,7 +43143,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -49715,7 +49718,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -50719,7 +50722,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -50802,11 +50805,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -57101,52 +57104,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -57154,11 +57156,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -57167,19 +57169,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "L'HUD visualizza le seguenti informazioni:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -57187,52 +57189,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`Plugins Shader Visivo`" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Ordine di elaborazione" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -57244,19 +57246,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Creare nodi" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -57264,12 +57266,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Classi e nodi" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -57277,11 +57279,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -57290,18 +57292,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -60172,12 +60174,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutorial video" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutorial video" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -60451,7 +60454,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -61151,7 +61154,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -62012,8 +62015,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutorial video" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -62703,9 +62707,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -66259,7 +66263,7 @@ msgid "Then, from your script:" msgstr "Il ruolo dello script" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -70660,9 +70664,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -70790,7 +70794,7 @@ msgstr "Impostazioni utente" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -70881,15 +70885,50 @@ msgid "Profiler" msgstr "Profiler" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 #, fuzzy msgid "Network Profiler" msgstr "Profiler" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -70897,11 +70936,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitor" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -70910,36 +70949,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Mem Video" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Vari" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -71544,45 +71586,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -71594,25 +71639,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -71620,23 +71665,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -71644,28 +71689,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "Selezione di un compilatore" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -71673,7 +71718,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -71681,53 +71726,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -71735,7 +71780,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -71743,30 +71788,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -71775,11 +71820,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -71787,98 +71832,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -71937,7 +71982,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/ja.po b/weblate/ja.po index 1f2bfb006e..79432c1ca4 100644 --- a/weblate/ja.po +++ b/weblate/ja.po @@ -25,7 +25,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-15 06:03+0000\n" "Last-Translator: Tarou Yamada \n" "Language-Team: Japanese ` \\ 関数を追加できます:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "\\ :ref:`Class Reference`\\ の各クラスのドキュメントには、受信" "可能な通知が記載されています。しかし、ほとんどの場合、GDScriptはより単純な" "オーバーライド可能な関数を提供します。" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "オーバーライド可能な関数" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "このようなオーバーライド可能な関数は、下記のような記述でノードに適用できます:" @@ -10197,13 +10200,14 @@ msgstr "" "を使用します。" #: ../../docs/getting_started/step_by_step/resources.rst:19 +#, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Godotが保存したり、ディスクから読み込んだりするものは、すべてリソースです。こ" "れは、シーン(.tscnや.scnファイル)や、画像、スクリプトなどが該当します。リソー" @@ -10250,9 +10254,10 @@ msgid "**External** to a scene, saved on the disk as individual files." msgstr "シーンの**外部**。個別のファイルとしてディスクに保存。" #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "**内蔵**。使用する\\*.tscnあるいは\\*.scnファイルの中に保存。" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -10284,10 +10289,11 @@ msgstr "" "ソースになります。" #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "リソースの内部と外部の切り替えは、シーンを保存するときに行われます。上記の例" "の場合、もしパス\\`\"res://robi.png\"\\`を消去してから保存すると、Godotは画像" @@ -21669,7 +21675,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -45737,7 +45743,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -52392,7 +52398,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -53394,7 +53400,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -53477,11 +53483,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -59776,52 +59782,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -59829,12 +59834,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "外部テキストエディタの使用" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -59843,19 +59848,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "HUDには、次の情報が表示されます:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -59863,52 +59868,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "ビジュアルシェーダープラグイン" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "式ノード(Expression Node)" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -59920,19 +59925,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "ノード作成" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -59940,12 +59945,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "ブール型 OR" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -59953,11 +59958,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -59966,19 +59971,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "スイッチ" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -62854,12 +62859,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "ビデオチュートリアル" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "ビデオチュートリアル" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -63133,7 +63139,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -63835,7 +63841,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -64698,8 +64704,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "ビデオチュートリアル" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -65390,9 +65397,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -69082,7 +69089,7 @@ msgid "Then, from your script:" msgstr "この時、あなたのスクリプトから:" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -73516,9 +73523,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -73644,7 +73651,7 @@ msgstr "設定" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -73735,14 +73742,49 @@ msgid "Profiler" msgstr "プロファイラー" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "ネットワークプロファイラー" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -73750,11 +73792,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "モニター" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -73763,36 +73805,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "ビデオメモリー" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "その他" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -74468,45 +74513,48 @@ msgstr "Windowsでコンパイルするには、次のことが必要です:" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -74518,25 +74566,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "SConsの設定" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -74544,23 +74592,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "Visual Studioのインストールに関する注意事項" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -74568,28 +74616,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "Godotのソースをダウンロードする" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -74597,7 +74645,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -74605,53 +74653,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "SConsの実行" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -74659,7 +74707,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -74667,11 +74715,11 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "Visual Studioまたはその他のIDEでの開発" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " @@ -74681,19 +74729,19 @@ msgstr "" "ジュールの作成やエンジンの拡張のためにC++ での開発が必要な場合は、IDEを使用す" "ることをお勧めします。" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -74702,11 +74750,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "他のオペレーティングシステムからのWindowsのクロスコンパイル" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -74714,98 +74762,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "Windowsエクスポートテンプレートの作成" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -74865,7 +74913,8 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +#, fuzzy +msgid "Distro-specific one-liners" msgstr "Distro-specificワンライナー" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/jbo.po b/weblate/jbo.po index 4f5fba74d9..76dc025a96 100644 --- a/weblate/jbo.po +++ b/weblate/jbo.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2018-11-20 10:45+0000\n" "Last-Translator: Kyle Serdutz \n" "Language-Team: Lojban ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7925,12 +7925,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7963,8 +7963,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -7990,8 +7990,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18015,7 +18015,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41328,7 +41328,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47901,7 +47901,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48903,7 +48903,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -48986,11 +48986,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55281,52 +55281,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55334,11 +55333,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55347,18 +55346,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55366,50 +55365,50 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55421,18 +55420,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55440,11 +55439,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55452,11 +55451,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55465,18 +55464,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58346,11 +58345,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58622,7 +58621,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59320,7 +59319,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60181,7 +60180,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -60871,9 +60870,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64417,7 +64416,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68810,9 +68809,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -68938,7 +68937,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69029,14 +69028,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69044,11 +69078,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69057,36 +69091,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69689,45 +69726,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69739,25 +69779,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69765,23 +69805,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69789,28 +69829,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69818,7 +69858,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69826,53 +69866,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69880,7 +69920,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69888,30 +69928,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69920,11 +69960,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -69932,98 +69972,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70082,7 +70122,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/ko.po b/weblate/ko.po index e191e55f61..65822eb0ba 100644 --- a/weblate/ko.po +++ b/weblate/ko.po @@ -35,7 +35,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-17 10:52+0000\n" "Last-Translator: 송태섭 \n" "Language-Team: Korean ` 함수를 추가할 수 있습니다:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" ":ref:`Class Reference `\\ 의 각 클래스에 대한 문서는 받을 수 " "있는 알림을 보여 줍니다. 하지만 대부분은 GDScript에서 더 단순한 오버라이딩할 " "수 있는 함수를 제공합니다." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "오버라이딩(Overriding)할 수 있는 함수" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "다음 오버라이딩할 수 있는 함수를 노드에 적용할 수 있습니다:" @@ -10279,13 +10282,14 @@ msgstr "" "지 않습니다: 대신에 노드가 리소스에 포함되어 있는 데이터를 사용합니다." #: ../../docs/getting_started/step_by_step/resources.rst:19 +#, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Godot에서 디스크에 저장하고 불러오는 모든 것이 리소스입니다. 씬이나 (.tscn 이" "나 .scn 파일), 이미지, 스크립트... ``리소스`` 예제들입니다: :ref:`Texture " @@ -10330,9 +10334,10 @@ msgid "**External** to a scene, saved on the disk as individual files." msgstr "씬의 **외부**에 개별 파일로 저장." #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "\\*.tscn 이나 \\*.scn 파일 내부에 첨부하여 씬에 **내장**하여 저장." #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -10362,10 +10367,11 @@ msgstr "" "은 내장 리소스가 됩니다." #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "내장과 외부 리소스 간의 전환은 씬을 저장할 때 발생합니다. 위의 예시에서, 경" "로 \\`\"res://robi.png\"\\`를 지우고 저장한다면 Godot는 .tscn 씬 파일 안에 " @@ -22645,7 +22651,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -48231,7 +48237,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -54941,7 +54947,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -55952,7 +55958,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -56035,11 +56041,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -62386,52 +62392,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -62439,12 +62444,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "외부 텍스트 편집기 사용하기" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -62453,19 +62458,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "HUD는 다음의 정보들을 보여줍니다:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -62473,52 +62478,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`doc_visual_shader_plugins`" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Expression Node(표현식 노드)" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -62530,19 +62535,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "노드 만들기" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -62550,12 +62555,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "불 방식 OR" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -62563,11 +62568,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -62576,19 +62581,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Switch(스위치)" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -65573,12 +65578,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "VR 초심자 튜토리얼" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "VR 초심자 튜토리얼" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -65898,7 +65903,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -66603,7 +66608,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -67468,7 +67473,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "VR 초심자 튜토리얼" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -68162,9 +68167,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -71740,7 +71745,7 @@ msgid "Then, from your script:" msgstr "스크립트의 역할" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -76202,9 +76207,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -76332,7 +76337,7 @@ msgstr "문자열" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -76424,14 +76429,49 @@ msgid "Profiler" msgstr "프로파일러" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "네트워크 프로파일러" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -76439,11 +76479,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "모니터" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -76452,36 +76492,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "비디오 메모리" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "기타" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -77094,45 +77137,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -77144,25 +77190,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -77170,23 +77216,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -77194,29 +77240,29 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "발사 예제" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -77224,7 +77270,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -77232,53 +77278,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -77286,7 +77332,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -77294,30 +77340,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -77326,11 +77372,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -77338,99 +77384,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "다음 예제에서:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -77490,7 +77536,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -85209,6 +85255,10 @@ msgid "" "`_" msgstr "" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "VR 초심자 튜토리얼" + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/lt.po b/weblate/lt.po index 73a46f6338..c462c46683 100644 --- a/weblate/lt.po +++ b/weblate/lt.po @@ -10,7 +10,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2018-06-12 09:40+0000\n" "Last-Translator: Kornelijus \n" "Language-Team: Lithuanian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7933,12 +7933,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7971,8 +7971,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -7998,8 +7998,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18027,7 +18027,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41342,7 +41342,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47915,7 +47915,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48917,7 +48917,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49000,11 +49000,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55295,52 +55295,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55348,11 +55347,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55361,18 +55360,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55380,50 +55379,50 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55435,18 +55434,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55454,11 +55453,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55466,11 +55465,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55479,18 +55478,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58361,12 +58360,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Pamokos" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Pamokos" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58637,7 +58637,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59335,7 +59335,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60196,8 +60196,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Pamokos" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -60886,9 +60887,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64432,7 +64433,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68825,9 +68826,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -68953,7 +68954,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69044,14 +69045,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69059,11 +69095,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69072,36 +69108,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69704,45 +69743,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69754,25 +69796,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69780,23 +69822,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69804,28 +69846,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69833,7 +69875,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69841,53 +69883,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69895,7 +69937,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69903,30 +69945,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69935,11 +69977,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -69947,98 +69989,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70097,7 +70139,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/ms.po b/weblate/ms.po index ab76ab07d2..4708bfb487 100644 --- a/weblate/ms.po +++ b/weblate/ms.po @@ -10,7 +10,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-03-10 09:56+0000\n" "Last-Translator: Razman Ramly \n" "Language-Team: Malay ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7997,12 +7997,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8035,8 +8035,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8062,8 +8062,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18102,7 +18102,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41430,7 +41430,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48014,7 +48014,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49019,7 +49019,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49102,11 +49102,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55399,52 +55399,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55452,11 +55451,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55465,18 +55464,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55484,51 +55483,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Mencipta skrin menu utama" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55540,18 +55539,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55559,11 +55558,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55571,11 +55570,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55584,18 +55583,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58466,12 +58465,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutorial" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutorial" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58742,7 +58742,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59441,7 +59441,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60302,8 +60302,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutorial" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -60993,9 +60994,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64549,7 +64550,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68947,9 +68948,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69076,7 +69077,7 @@ msgstr "Bermula" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69167,14 +69168,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69182,11 +69218,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69195,36 +69231,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69828,45 +69867,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69878,25 +69920,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69904,23 +69946,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69928,28 +69970,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69957,7 +69999,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69965,53 +70007,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70019,7 +70061,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70027,30 +70069,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70059,11 +70101,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70071,98 +70113,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70221,7 +70263,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/nb.po b/weblate/nb.po index 861a2b67ee..604d7a0752 100644 --- a/weblate/nb.po +++ b/weblate/nb.po @@ -15,7 +15,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-07-02 12:06+0000\n" "Last-Translator: Petter Reinholdtsen \n" "Language-Team: Norwegian Bokmål ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7982,12 +7982,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8020,8 +8020,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8047,8 +8047,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18076,7 +18076,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41392,7 +41392,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47967,7 +47967,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48969,7 +48969,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49052,11 +49052,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55348,52 +55348,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55401,11 +55400,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55414,18 +55413,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55433,50 +55432,50 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55488,18 +55487,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55507,11 +55506,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55519,11 +55518,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55532,18 +55531,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58413,11 +58412,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58689,7 +58688,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59388,7 +59387,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60249,7 +60248,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -60939,9 +60938,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64486,7 +64485,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68881,9 +68880,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69010,7 +69009,7 @@ msgstr "Kom i gang" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69101,14 +69100,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69116,11 +69150,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69129,36 +69163,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69761,45 +69798,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69811,25 +69851,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69837,23 +69877,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69861,28 +69901,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69890,7 +69930,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69898,53 +69938,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69952,7 +69992,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69960,30 +70000,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69992,11 +70032,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70004,98 +70044,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70154,7 +70194,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/nl.po b/weblate/nl.po index 9431aed84b..37fcfe75cf 100644 --- a/weblate/nl.po +++ b/weblate/nl.po @@ -25,7 +25,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-03 07:10+0000\n" "Last-Translator: Filip Van Raemdonck \n" "Language-Team: Dutch `" #: ../../docs/about/docs_changelog.rst:211 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:350 #: ../../docs/development/compiling/index.rst:2 -#: ../../docs/development/compiling/compiling_for_windows.rst:84 +#: ../../docs/development/compiling/compiling_for_windows.rst:85 #: ../../docs/development/compiling/compiling_for_x11.rst:85 #: ../../docs/development/compiling/compiling_for_osx.rst:23 #: ../../docs/development/compiling/compiling_for_ios.rst:19 @@ -3673,16 +3673,16 @@ msgstr "" msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8590,12 +8590,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8628,8 +8628,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8655,8 +8655,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18689,7 +18689,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -42018,7 +42018,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48599,7 +48599,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49604,7 +49604,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49687,11 +49687,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55984,52 +55984,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -56037,11 +56036,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -56050,18 +56049,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -56069,51 +56068,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -56125,18 +56124,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -56144,11 +56143,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -56156,11 +56155,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -56169,18 +56168,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -59052,12 +59051,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Handleidingen" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Handleidingen" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -59328,7 +59328,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -60027,7 +60027,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60888,8 +60888,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Handleidingen" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61578,9 +61579,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -65133,7 +65134,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69530,9 +69531,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69660,7 +69661,7 @@ msgstr "Testen" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69751,14 +69752,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Netwerk Profiler" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69766,11 +69802,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69779,36 +69815,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70413,45 +70452,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70463,25 +70505,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70489,23 +70531,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70513,28 +70555,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70542,7 +70584,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70550,53 +70592,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70604,7 +70646,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70612,30 +70654,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70644,11 +70686,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70656,98 +70698,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70806,7 +70848,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/pl.po b/weblate/pl.po index 4744017033..17daac498e 100644 --- a/weblate/pl.po +++ b/weblate/pl.po @@ -39,7 +39,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-10-18 18:03+0000\n" "Last-Translator: Michael \n" "Language-Team: Polish `" #: ../../docs/about/docs_changelog.rst:211 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:350 #: ../../docs/development/compiling/index.rst:2 -#: ../../docs/development/compiling/compiling_for_windows.rst:84 +#: ../../docs/development/compiling/compiling_for_windows.rst:85 #: ../../docs/development/compiling/compiling_for_x11.rst:85 #: ../../docs/development/compiling/compiling_for_osx.rst:23 #: ../../docs/development/compiling/compiling_for_ios.rst:19 @@ -3948,22 +3948,25 @@ msgstr "" "` :" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "Dokumentacja każdej klasy w :ref:`Class Reference ` pokazuje " "powiadomienia, które może otrzymać. Jednak w większości przypadków GDScript " "zapewnia prostsze, możliwe do nadpisania funkcje." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Funkcje możliwe do nadpisania" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Takie możliwe do nadpisania funkcje, opisane poniżej, mogą być stosowane do " @@ -9845,12 +9848,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 #, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Przykładami zasobów są: :ref:`Texture `, :ref:`Script " "`, :ref:`Mesh `, :ref:`Animation " @@ -9899,8 +9902,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -9931,8 +9934,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -21500,7 +21503,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -45969,7 +45972,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -52664,7 +52667,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -53681,7 +53684,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -53764,11 +53767,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -60190,52 +60193,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -60243,12 +60245,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "Korzystanie z zewnętrznego edytora tekstu" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -60257,19 +60259,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "HUD wyświetla następujące informacje:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -60277,52 +60279,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Tworzenie wtyczek" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Węzły ekspresji mogą:" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -60334,19 +60336,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Tworzenie węzłów" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -60354,12 +60356,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Operator logiczny lub" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -60367,11 +60369,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -60380,19 +60382,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Przełącznik" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -63338,12 +63340,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Podstawy VR" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "Podstawy VR" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -63634,7 +63636,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -64365,7 +64367,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -65229,7 +65231,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "Podstawy VR" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -65961,9 +65963,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -69600,7 +69602,7 @@ msgid "Then, from your script:" msgstr "Rola skryptu" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -74123,9 +74125,9 @@ msgstr "Przegląd narzędzi do debugowania" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -74254,7 +74256,7 @@ msgstr "Ciągi tekstowe" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -74345,15 +74347,50 @@ msgid "Profiler" msgstr "Profiler" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 #, fuzzy msgid "Network Profiler" msgstr "Profiler" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -74361,11 +74398,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitory" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -74374,36 +74411,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Pamięć wideo" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Różne" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." -msgstr "Rożne opcje dla debugowania." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." +msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -75017,47 +75057,50 @@ msgstr "By kompilować pod Windowsem, następujące kroki są wymagane:" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 #, fuzzy msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "`Python 2.7+ lub Python 3.5+ `__." -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 #, fuzzy msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "*Opcjonalne* - yasm (dla opymalizacji WebM SIMD)" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -75069,25 +75112,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "Ustawianie SCons" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -75095,23 +75138,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -75119,11 +75162,11 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "Pobieranie kodu źródłowego dla Godota" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 #, fuzzy msgid "" "Godot's source code is `hosted on GitHub `__ jest rekomendowane." -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Kompilator C" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -75153,7 +75196,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -75161,11 +75204,11 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "Uruchamianie SCons" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 #, fuzzy msgid "" "After opening a command prompt, change to the root directory of the engine " @@ -75174,43 +75217,43 @@ msgstr "" "Otwórz terminal, przejdź do głównego katalogu kodu źródłowego silnika i " "wpisz:" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -75218,7 +75261,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -75226,30 +75269,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "Tworzone w Visual Studio albo innym IDE" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -75258,11 +75301,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -75270,101 +75313,101 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 #, fuzzy msgid "**Arch Linux**" msgstr "**Arch**" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "**Debian** / **Ubuntu**" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "**Fedora**" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "**macOS**" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "**Mageia**" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 #, fuzzy msgid "And for 32-bit::" msgstr "I dla 64-bitów:" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "Dodaj poniższy kod:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -75427,7 +75470,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "*Opcjonalne* - yasm (dla opymalizacji WebM SIMD)" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -83507,6 +83550,13 @@ msgstr "" "`Zeef Godot Engine: Prowadzony przez Andre Schmitza katalog zasobów `_" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Podstawy VR" + +#~ msgid "Miscellaneous options for debug." +#~ msgstr "Rożne opcje dla debugowania." + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/pt_BR.po b/weblate/pt_BR.po index 82d8aaaea8..e87752f252 100644 --- a/weblate/pt_BR.po +++ b/weblate/pt_BR.po @@ -129,7 +129,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-16 23:50+0000\n" "Last-Translator: Lauan Souza \n" "Language-Team: Portuguese (Brazil) ` ao seu roteiro:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "A documentação de cada classe na :ref:`Referência das Classes ` mostra as notificações que ela pode receber. No entanto, na maior " "parte dos casos, a GDScript fornece funções substituíveis mais simples." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Funções substituíveis" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Tais funções substituíveis, como descritas no código, podem ser aplicadas a " @@ -10950,12 +10953,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 #, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Exemplos de recursos são :ref:`Textura `, :ref:`Roteiro " "`, :ref:`Malha `, :ref:`Animação " @@ -11009,8 +11012,8 @@ msgstr "**External** para uma cena, salva no disco como arquivos individuais." #: ../../docs/getting_started/step_by_step/resources.rst:44 #, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" "**Built-in**, salva dentro da \\*.tscn ou o \\*.scn arquivo eles estão " "anexados." @@ -11049,8 +11052,8 @@ msgstr "" #, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "A mudança entre recursos embutidos e externos acontece quando você a cena. " "No exemplo acima, se você apaga o caminho \\`\"res://robi.png\"\\` e salva, " @@ -24212,7 +24215,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -48088,7 +48091,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -54721,7 +54724,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -55731,7 +55734,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -55814,11 +55817,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -62171,52 +62174,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -62224,12 +62226,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "Usando um editor de texto externo" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -62238,19 +62240,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "O HUD exibirá as seguintes informações:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -62258,52 +62260,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`Plugins de shader visual `" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Nó de Expressão" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -62315,19 +62317,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Criando nós" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -62335,12 +62337,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "OU Booleano" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -62348,11 +62350,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -62361,19 +62363,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Switch" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -65274,12 +65276,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Videos Tutoriais" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "Videos Tutoriais" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -65579,7 +65581,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -66284,7 +66286,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -67147,7 +67149,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "Videos Tutoriais" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -67843,9 +67845,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -71430,7 +71432,7 @@ msgid "Then, from your script:" msgstr "O papel do roteiro" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -75902,9 +75904,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -76032,7 +76034,7 @@ msgstr "Strings" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -76124,14 +76126,49 @@ msgid "Profiler" msgstr "Profilador" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Perfis de rede" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -76139,11 +76176,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitores" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -76152,36 +76189,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Mem. de Vídeo" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Misc" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -76792,45 +76832,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -76842,25 +76885,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -76868,23 +76911,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -76892,29 +76935,29 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Exemplo de Disparo" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -76922,7 +76965,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -76930,53 +76973,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -76984,7 +77027,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -76992,30 +77035,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -77024,11 +77067,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -77036,99 +77079,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "Adicione o código abaixo:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -77187,7 +77230,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -84987,6 +85030,10 @@ msgstr "" "'Zeef Godot Engine: Um diretório selecionado de recursos, por Andre Schmitz " "'_" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Videos Tutoriais" + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/pt_PT.po b/weblate/pt_PT.po index c8c8e48d53..76c316a9b7 100644 --- a/weblate/pt_PT.po +++ b/weblate/pt_PT.po @@ -18,7 +18,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-11-01 19:51+0000\n" "Last-Translator: João Lopes \n" "Language-Team: Portuguese (Portugal) ` ao seu roteiro:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "A documentação de cada classe na :ref:`Referência das Classes ` mostra as notificações que ela pode receber. No entanto, na maior " "parte dos casos, a GDScript fornece funções substituíveis mais simples." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Funções substituíveis" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Tais funções substituíveis, como descritas no código, podem ser aplicadas a " @@ -10852,12 +10855,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 #, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Exemplos de recursos são :ref:`Textura `, :ref:`Roteiro " "`, :ref:`Malha `, :ref:`Animação " @@ -10908,9 +10911,10 @@ msgid "**External** to a scene, saved on the disk as individual files." msgstr "**Externa*** a uma cena, grava no disco como ficheiros individuais." #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" "**Integrados**, gravados dentro do ficheiro \\*.tscn ou do ficheiro \\*.scn " "a que estão ligados." @@ -10945,10 +10949,11 @@ msgstr "" "vazio, ele se tornará um recurso integrado." #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "A alternância entre recursos internos e externos acontece quando você salva " "a cena. No exemplo acima, se você apagar o caminho \\`\"res://robi.png\"\\` " @@ -23953,7 +23958,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -47818,7 +47823,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -54451,7 +54456,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -55461,7 +55466,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -55544,11 +55549,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -61901,52 +61906,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -61954,12 +61958,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "Usando um editor de texto externo" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -61968,19 +61972,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "O HUD exibirá as seguintes informações:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -61988,52 +61992,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`Canalização de Animações `" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Nó de Expressão" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -62045,19 +62049,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Criando nós" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -62065,12 +62069,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "OU Booleano" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -62078,11 +62082,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -62091,19 +62095,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Switch" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -65004,12 +65008,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Videos Tutoriais" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "Videos Tutoriais" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -65309,7 +65313,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -66014,7 +66018,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -66877,7 +66881,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "Videos Tutoriais" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -67573,9 +67577,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -71160,7 +71164,7 @@ msgid "Then, from your script:" msgstr "O papel do roteiro" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -75633,9 +75637,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -75763,7 +75767,7 @@ msgstr "Strings" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -75855,14 +75859,49 @@ msgid "Profiler" msgstr "Profiler" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Traçador de Rede" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -75870,11 +75909,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitores" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -75883,36 +75922,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Memória Vídeo" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Diversos" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -76523,45 +76565,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -76573,25 +76618,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -76599,23 +76644,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -76623,29 +76668,29 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Exemplo de Disparo" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -76653,7 +76698,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -76661,53 +76706,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -76715,7 +76760,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -76723,30 +76768,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -76755,11 +76800,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -76767,99 +76812,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "Adicione o código abaixo:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -76918,7 +76963,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -84712,6 +84757,10 @@ msgstr "" "'Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "'_" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Videos Tutoriais" + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/ro.po b/weblate/ro.po index 94d026c54f..3fdafd5237 100644 --- a/weblate/ro.po +++ b/weblate/ro.po @@ -10,7 +10,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2018-08-05 00:52+0000\n" "Last-Translator: Grigore Antoniuc \n" "Language-Team: Romanian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8102,12 +8102,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8140,8 +8140,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8167,8 +8167,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18211,7 +18211,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41555,7 +41555,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48142,7 +48142,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49147,7 +49147,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49230,11 +49230,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55532,52 +55532,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55585,11 +55584,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55598,18 +55597,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55617,51 +55616,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55673,18 +55672,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55692,11 +55691,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55704,11 +55703,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55717,18 +55716,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58600,12 +58599,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutoriale" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutoriale" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58876,7 +58876,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59575,7 +59575,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60436,8 +60436,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutoriale" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61127,9 +61128,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64685,7 +64686,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69087,9 +69088,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69217,7 +69218,7 @@ msgstr "Se Testează" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69308,14 +69309,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69323,11 +69359,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69336,36 +69372,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69969,45 +70008,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70019,25 +70061,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70045,23 +70087,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70069,28 +70111,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70098,7 +70140,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70106,53 +70148,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70160,7 +70202,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70168,30 +70210,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70200,11 +70242,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70212,98 +70254,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70362,7 +70404,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/ru.po b/weblate/ru.po index 5276145ec0..927fde006e 100644 --- a/weblate/ru.po +++ b/weblate/ru.po @@ -115,7 +115,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-15 05:53+0000\n" "Last-Translator: Sub Atom \n" "Language-Team: Russian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "В документации каждого класса в :ref:`Class Reference ` " "описаны уведомления, которые он может получить. Однако в большинстве случаев " "GDScript предоставляет более простые переопределяемые функции." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Переопределяемые функции" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Такие переопределяемые функции, которые описываются ниже, могут быть " @@ -10828,13 +10831,14 @@ msgstr "" "данные, содержащиеся в ресурсах." #: ../../docs/getting_started/step_by_step/resources.rst:19 +#, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Все, что Godot сохраняет на диск или загружает с него, является ресурсом. " "Будь то сцена (.tscn или .scn файл), изображение, скрипт... Вот несколько " @@ -10880,9 +10884,10 @@ msgid "**External** to a scene, saved on the disk as individual files." msgstr "**Внешний** сохраненный в виде отдельных файлов." #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" "**Встроенный** сохраненный в файле \\*.tscn или в файле \\*.scn, к которому " "они прикреплены." @@ -10916,10 +10921,11 @@ msgstr "" "этот путь пуст, он станет встроенным ресурсом." #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "Переключение между встроенными и внешними ресурсами происходит при " "сохранении сцены. В приведенном выше примере, если вы удалите путь \\`" @@ -23196,7 +23202,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -47093,7 +47099,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -53696,7 +53702,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -54721,7 +54727,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -54804,11 +54810,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -61235,53 +61241,55 @@ msgid "" msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 +#, fuzzy +msgid "" +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." +msgstr "" +"Установите :ref:`VisualShader ` в шейдерный слот " +"материала:" + +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " "Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 -msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." -msgstr "" - -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -61289,12 +61297,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "Использование внешнего текстового редактора" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -61303,19 +61311,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "HUD отображает следующую информацию:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -61323,52 +61331,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Плагин Визуального Шейдера" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Узел Выражения" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -61380,19 +61388,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Создание узлов" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -61400,12 +61408,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Логическое ИЛИ" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -61413,11 +61421,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -61426,19 +61434,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Переключатель" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -64499,12 +64507,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Гайд для начинающих в ВР" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "Гайд для начинающих в ВР" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -64812,7 +64820,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -65515,7 +65523,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -66378,7 +66386,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "Гайд для начинающих в ВР" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -67076,9 +67084,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -70718,7 +70726,7 @@ msgid "Then, from your script:" msgstr "Роль сценария" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -75492,9 +75500,9 @@ msgstr "Обзор инструментов отладки" #, fuzzy msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" "Когда вы разрабатываете игру, вы можете захотеть протестировать её и " "отладить когда возникнут проблемы. Godot предоставляет несколько опций для " @@ -75637,7 +75645,7 @@ msgstr "Строки" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -75731,16 +75739,49 @@ msgid "Profiler" msgstr "Профайлер" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -#, fuzzy -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -"Профилирование производительности при вызове любой функции в запущенной игре." -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Сетевой профайлер" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -75748,11 +75789,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Мониторинг" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -75761,37 +75802,40 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Видео память" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 #, fuzzy msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "Ведёт запись использования видео памяти в запущенной игре." -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Прочее" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." -msgstr "Различные другие опции для отладки." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." +msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -76532,8 +76576,9 @@ msgstr "Для компиляции под Windows, необходимо сле #, fuzzy msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" "Visual C++, `Visual Studio Community `__ (рекомендовано), версия 2013 (12.0) или более поздняя. " @@ -76541,41 +76586,43 @@ msgstr "" "будет установить/загрузить установщик снова.**" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 #, fuzzy msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "`Python 2.7+ или Python 3.5+ `__." -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -76589,18 +76636,18 @@ msgstr "" "Для общего обзора использования SCons в Godot, смотрите :ref:" "`doc_introduction_to_the_buildsystem`." -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "Настройка SCons" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 #, fuzzy msgid "" "To check whether you have installed Python and SCons correctly, you can type " @@ -76611,7 +76658,7 @@ msgstr "" "``python --version`` и ``scons --version`` в Командную Строку Windows (``cmd." "exe``)." -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 #, fuzzy msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " @@ -76622,23 +76669,23 @@ msgstr "" "Если команды показанные выше не работают, убедитесь что вы добавили Python к " "параметру переменной среды PATH если же нет установите, и проверьте снова." -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -76646,11 +76693,11 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "Загрузка исходного кода Godot" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 #, fuzzy msgid "" "Godot's source code is `hosted on GitHub `__." -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 #, fuzzy msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" @@ -76669,12 +76716,12 @@ msgid "" msgstr "" "Этот урок будет предполагать что вы поместили исходный код в ``C:\\godot``." -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Пример стрельбы" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -76682,7 +76729,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -76690,53 +76737,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -76744,7 +76791,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -76752,30 +76799,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -76784,11 +76831,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -76796,99 +76843,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 #, fuzzy msgid "With the following names::" msgstr "Со следующим наполнением:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -76947,7 +76994,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -85243,6 +85290,19 @@ msgstr "" "`Zeef Godot Engine: Курируемая директория ресурсов от Andre Schmitz `_" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Гайд для начинающих в ВР" + +#, fuzzy +#~ msgid "Profiles the performance of any function call in the running game." +#~ msgstr "" +#~ "Профилирование производительности при вызове любой функции в запущенной " +#~ "игре." + +#~ msgid "Miscellaneous options for debug." +#~ msgstr "Различные другие опции для отладки." + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/sk.po b/weblate/sk.po index 4366ea1763..18599b3a59 100644 --- a/weblate/sk.po +++ b/weblate/sk.po @@ -9,7 +9,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-06-15 04:55+0000\n" "Last-Translator: Michal \n" "Language-Team: Slovak ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7952,12 +7952,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7990,8 +7990,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8017,8 +8017,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18043,7 +18043,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41356,7 +41356,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47929,7 +47929,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48931,7 +48931,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49014,11 +49014,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55309,52 +55309,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55362,11 +55361,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55375,18 +55374,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55394,50 +55393,50 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 msgid "Visual Shader nodes" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55449,18 +55448,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55468,11 +55467,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55480,11 +55479,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55493,18 +55492,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58374,11 +58373,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58650,7 +58649,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59348,7 +59347,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60209,7 +60208,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -60899,9 +60898,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64446,7 +64445,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68839,9 +68838,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -68967,7 +68966,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69058,14 +69057,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69073,11 +69107,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69086,36 +69120,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69719,45 +69756,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69769,25 +69809,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69795,23 +69835,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69819,28 +69859,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69848,7 +69888,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69856,53 +69896,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69910,7 +69950,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69918,30 +69958,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69950,11 +69990,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -69962,98 +70002,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70112,7 +70152,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/sl.po b/weblate/sl.po index e9ee605406..8562124433 100644 --- a/weblate/sl.po +++ b/weblate/sl.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2018-06-26 13:44+0000\n" "Last-Translator: matevž lapajne \n" "Language-Team: Slovenian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8092,12 +8092,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8130,8 +8130,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8157,8 +8157,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18204,7 +18204,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41547,7 +41547,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48131,7 +48131,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49134,7 +49134,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49217,11 +49217,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55519,52 +55519,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55572,11 +55571,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55585,18 +55584,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55604,51 +55603,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55660,18 +55659,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55679,11 +55678,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55691,11 +55690,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55704,18 +55703,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58586,11 +58585,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58865,7 +58864,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59564,7 +59563,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60425,7 +60424,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -61115,9 +61114,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64673,7 +64672,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69070,9 +69069,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69200,7 +69199,7 @@ msgstr "Preskušanje" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69291,14 +69290,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69306,11 +69340,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69319,36 +69353,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69952,45 +69989,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70002,25 +70042,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70028,23 +70068,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70052,28 +70092,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70081,7 +70121,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70089,53 +70129,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70143,7 +70183,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70151,30 +70191,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70183,11 +70223,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70195,98 +70235,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70345,7 +70385,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/sr_Latn.po b/weblate/sr_Latn.po index fef91a53ad..cae2955413 100644 --- a/weblate/sr_Latn.po +++ b/weblate/sr_Latn.po @@ -11,7 +11,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2018-12-13 10:15+0000\n" "Last-Translator: Vojislav Bajakic \n" "Language-Team: Serbian (latin) ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8063,12 +8063,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8101,8 +8101,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8128,8 +8128,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18161,7 +18161,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41482,7 +41482,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48065,7 +48065,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49069,7 +49069,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49152,11 +49152,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55450,52 +55450,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55503,11 +55502,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55516,18 +55515,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55535,51 +55534,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Kreiranje Sadržaja" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55591,18 +55590,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55610,11 +55609,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55622,11 +55621,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55635,18 +55634,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58517,12 +58516,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Tutorijali" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Tutorijali" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58796,7 +58796,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59495,7 +59495,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60356,8 +60356,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Tutorijali" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61047,9 +61048,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64605,7 +64606,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69003,9 +69004,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69132,7 +69133,7 @@ msgstr "Uvod / Početak" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69223,14 +69224,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69238,11 +69274,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69251,36 +69287,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69883,45 +69922,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69933,25 +69975,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69959,23 +70001,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69983,28 +70025,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70012,7 +70054,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70020,53 +70062,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70074,7 +70116,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70082,30 +70124,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70114,11 +70156,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70126,98 +70168,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70276,7 +70318,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/sv.po b/weblate/sv.po index 54d9231b85..de0009f4b9 100644 --- a/weblate/sv.po +++ b/weblate/sv.po @@ -16,7 +16,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-03 07:10+0000\n" "Last-Translator: Mattias Münster \n" "Language-Team: Swedish ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8141,12 +8141,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8179,8 +8179,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8206,8 +8206,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18242,7 +18242,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41568,7 +41568,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48151,7 +48151,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49157,7 +49157,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49240,11 +49240,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55537,52 +55537,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55590,11 +55589,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55603,18 +55602,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55622,51 +55621,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55678,18 +55677,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55697,11 +55696,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55709,11 +55708,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55722,18 +55721,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58605,12 +58604,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Guider" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Guider" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58881,7 +58881,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59580,7 +59580,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60441,8 +60441,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Guider" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61132,9 +61133,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64689,7 +64690,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69087,9 +69088,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69216,7 +69217,7 @@ msgstr "Komma igång" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69307,14 +69308,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Nätverksprofilerare" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69322,11 +69358,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69335,36 +69371,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Övrigt" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69968,45 +70007,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70018,25 +70060,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70044,23 +70086,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70068,28 +70110,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70097,7 +70139,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70105,53 +70147,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70159,7 +70201,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70167,30 +70209,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70199,11 +70241,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70211,98 +70253,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70361,7 +70403,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/te.po b/weblate/te.po index 88fa6cc1a8..dfffbbabf5 100644 --- a/weblate/te.po +++ b/weblate/te.po @@ -9,7 +9,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-01-20 08:54+0000\n" "Last-Translator: suresh p \n" "Language-Team: Telugu ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -7951,12 +7951,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -7989,8 +7989,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8016,8 +8016,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18047,7 +18047,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41369,7 +41369,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -47953,7 +47953,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -48958,7 +48958,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49041,11 +49041,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55338,52 +55338,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55391,11 +55390,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55404,18 +55403,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55423,51 +55422,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "కంటెంట్ ను సృష్టించడం" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55479,18 +55478,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55498,11 +55497,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55510,11 +55509,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55523,18 +55522,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58405,12 +58404,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "ట్యుటోరియల్స్" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "ట్యుటోరియల్స్" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58681,7 +58681,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59380,7 +59380,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60241,8 +60241,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "ట్యుటోరియల్స్" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -60932,9 +60933,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64487,7 +64488,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -68884,9 +68885,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69013,7 +69014,7 @@ msgstr "మొదలు పెట్టడానికి" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69104,14 +69105,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69119,11 +69155,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69132,36 +69168,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -69764,45 +69803,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -69814,25 +69856,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -69840,23 +69882,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -69864,28 +69906,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -69893,7 +69935,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -69901,53 +69943,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -69955,7 +69997,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -69963,30 +70005,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -69995,11 +70037,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70007,98 +70049,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70157,7 +70199,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/th.po b/weblate/th.po index 0f0ef72ff6..4113426f85 100644 --- a/weblate/th.po +++ b/weblate/th.po @@ -9,7 +9,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-11-20 14:08+0000\n" "Last-Translator: Dreamknight7 \n" "Language-Team: Thai ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8109,12 +8109,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8147,8 +8147,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8174,8 +8174,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18282,7 +18282,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41628,7 +41628,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48216,7 +48216,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49222,7 +49222,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49305,11 +49305,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55605,52 +55605,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55658,11 +55657,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55671,18 +55670,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55690,51 +55689,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "แอนดรอยด์" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55746,18 +55745,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55765,11 +55764,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55777,11 +55776,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55790,18 +55789,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58672,11 +58671,11 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -58951,7 +58950,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59650,7 +59649,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60511,7 +60510,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -61202,9 +61201,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64762,7 +64761,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69164,9 +69163,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69292,7 +69291,7 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69383,14 +69382,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69398,11 +69432,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69411,36 +69445,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70043,45 +70080,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70093,25 +70133,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70119,23 +70159,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70143,28 +70183,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70172,7 +70212,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70180,53 +70220,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70234,7 +70274,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70242,30 +70282,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70274,11 +70314,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70286,98 +70326,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70436,7 +70476,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/tr.po b/weblate/tr.po index 960b4a00c1..2abc88f3bc 100644 --- a/weblate/tr.po +++ b/weblate/tr.po @@ -35,7 +35,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-12 16:24+0000\n" "Last-Translator: Celil6p \n" "Language-Team: Turkish ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8250,12 +8250,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8288,8 +8288,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8315,8 +8315,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18376,7 +18376,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41734,7 +41734,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48323,7 +48323,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49329,7 +49329,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49412,11 +49412,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55718,52 +55718,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55771,11 +55770,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55784,18 +55783,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55803,51 +55802,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55859,18 +55858,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55878,11 +55877,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55890,11 +55889,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55903,19 +55902,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Anahtar" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58790,12 +58789,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Öğreticiler" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Öğreticiler" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -59066,7 +59066,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59765,7 +59765,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60626,8 +60626,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Öğreticiler" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61317,9 +61318,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64876,7 +64877,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69285,9 +69286,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69415,7 +69416,7 @@ msgstr "Deneme" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69506,14 +69507,49 @@ msgid "Profiler" msgstr "Kesitçi" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Ağ Profilcisi" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69521,11 +69557,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Monitörler" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69534,36 +69570,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Görüntü Belleği" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Çeşitli" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70168,45 +70207,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70218,25 +70260,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70244,23 +70286,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70268,28 +70310,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70297,7 +70339,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70305,53 +70347,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70359,7 +70401,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70367,30 +70409,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70399,11 +70441,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70411,98 +70453,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70561,7 +70603,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/uk.po b/weblate/uk.po index bb2add71fa..0b67fdc0db 100644 --- a/weblate/uk.po +++ b/weblate/uk.po @@ -14,7 +14,7 @@ msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-03 07:09+0000\n" "Last-Translator: Богдан Альфавіцький \n" "Language-Team: Ukrainian ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" -msgstr "" +#, fuzzy +msgid "Overridable functions" +msgstr "Обробка" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8277,12 +8278,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8315,8 +8316,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8342,8 +8343,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18521,7 +18522,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41973,7 +41974,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48578,7 +48579,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49601,7 +49602,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49684,11 +49685,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -56032,52 +56033,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -56085,11 +56085,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -56098,18 +56098,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -56117,52 +56117,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`doc_visual_shader_plugins`" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Обробка" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -56174,18 +56174,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -56193,12 +56193,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Логічне «або»" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -56206,11 +56206,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -56219,19 +56219,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "Перемикач" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -59129,12 +59129,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Відеопідручники" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "Відеопідручники" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -59409,7 +59409,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -60109,7 +60109,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60972,7 +60972,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "Відеопідручники" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -61665,9 +61665,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -65244,7 +65244,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69680,9 +69680,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69811,7 +69811,7 @@ msgstr "Рядки" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69902,14 +69902,49 @@ msgid "Profiler" msgstr "Засіб профілювання" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "Засіб профілювання мережі" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69917,11 +69952,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "Монітори" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69930,36 +69965,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "Відеопам'ять" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "Інше" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70571,45 +70609,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70621,25 +70662,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70647,23 +70688,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70671,29 +70712,29 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 #, fuzzy msgid "Selecting a compiler" msgstr "Декілька прикладів:" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70701,7 +70742,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70709,53 +70750,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70763,7 +70804,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70771,30 +70812,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70803,11 +70844,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70815,99 +70856,99 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 #, fuzzy msgid "**Arch Linux**" msgstr "**Arch**" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "**Debian** / **Ubuntu**" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "**Fedora**" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "**macOS**" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "**Mageia**" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70967,7 +71008,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -78793,6 +78834,10 @@ msgid "" "`_" msgstr "" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "Відеопідручники" + #~ msgid "576kb" #~ msgstr "576 кБ" diff --git a/weblate/vi.po b/weblate/vi.po index 3c6127acdb..fe5d987e4e 100644 --- a/weblate/vi.po +++ b/weblate/vi.po @@ -15,7 +15,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-03 07:10+0000\n" "Last-Translator: Kê Luyện \n" "Language-Team: Vietnamese ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "Tài liệu của mỗi lớp trong: ref: `Class Reference ` hiển thị " "các thông báo mà nó có thể nhận được. Tuy nhiên, trong hầu hết các trường " "hợp, GDScript cung cấp các hàm ghi đè đơn giản hơn." #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "Hàm chồng chéo (Overrideable functions)" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" "Các overrideable functions như vậy, được mô tả như sau, có thể được áp dụng " @@ -9124,12 +9126,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -9162,8 +9164,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -9189,8 +9191,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -19223,7 +19225,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -42551,7 +42553,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -49135,7 +49137,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -50140,7 +50142,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -50223,11 +50225,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -56521,52 +56523,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -56574,11 +56575,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -56587,19 +56588,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "Cảnh Mob sẽ sử dụng các node sau:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -56607,52 +56608,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "Tạo các node" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -56664,19 +56665,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "Tạo các node" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -56684,12 +56685,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "Tạo các node" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -56697,11 +56698,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -56710,18 +56711,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -59592,12 +59593,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "Hướng dẫn" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "Hướng dẫn" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -59872,7 +59874,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -60571,7 +60573,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -61432,8 +61434,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "Hướng dẫn" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -62123,9 +62126,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -65687,7 +65690,7 @@ msgid "Then, from your script:" msgstr "Vai trò của script" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -70086,9 +70089,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -70216,7 +70219,7 @@ msgstr "Kiểm tra" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -70307,14 +70310,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -70322,11 +70360,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -70335,36 +70373,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70968,45 +71009,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -71018,25 +71062,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -71044,23 +71088,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -71068,28 +71112,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -71097,7 +71141,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -71105,53 +71149,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -71159,7 +71203,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -71167,30 +71211,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -71199,11 +71243,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -71211,98 +71255,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -71361,7 +71405,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31 diff --git a/weblate/zh_CN.po b/weblate/zh_CN.po index c3753d1316..9b8f8628ce 100644 --- a/weblate/zh_CN.po +++ b/weblate/zh_CN.po @@ -89,7 +89,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-16 23:51+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) ` 函数:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 +#, fuzzy msgid "" "The documentation of each class in the :ref:`Class Reference ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" "在 :ref:`类参考手册 ` 里的每个类的文档里说明了它们能接收的通" "知。但是,在大多数情况下,GDScript提供了更简单的可重写函数。" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +#, fuzzy +msgid "Overridable functions" msgstr "可重写函数" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 +#, fuzzy msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "如下所述的此类可重写函数,可以应用于节点:" @@ -9729,13 +9732,14 @@ msgstr "" "** 是 **数据容器**。它们自己不能做任何事情:而是,节点使用资源中包含的数据。" #: ../../docs/getting_started/step_by_step/resources.rst:19 +#, fuzzy msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" "Godot从磁盘保存或加载的任何内容都是一种资源。无论它是场景( ``.tscn`` 或 ``." "scn`` 文件)、图像、脚本……这是一些 ``资源`` 示例: :ref:`Texture " @@ -9778,9 +9782,10 @@ msgid "**External** to a scene, saved on the disk as individual files." msgstr "**外部**,对于场景,作为单独文件保存在磁盘上。" #: ../../docs/getting_started/step_by_step/resources.rst:44 +#, fuzzy msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "**内置**,保存在它们所附加的 ``*.tscn`` 或 ``*.scn`` 文件中。" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -9809,10 +9814,11 @@ msgstr "" "则它将成为内置资源。" #: ../../docs/getting_started/step_by_step/resources.rst:60 +#, fuzzy msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" "保存场景时,将在内置资源和外部资源之间进行切换。在上面的示例中,如果删除路径 " "``\"res://robi.png\"`` 并保存,Godot会将图像保存在 ``.tscn`` 场景文件中。" @@ -21385,7 +21391,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -50142,8 +50148,9 @@ msgstr "" "(所以画很多点就是在浪费时间)。" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 +#, fuzzy msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -57459,9 +57466,10 @@ msgstr "" "`:" #: ../../docs/tutorials/gui/gui_skinning.rst:106 +#, fuzzy msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" "在Godot的内置帮助 (在 \"脚本\" 选项卡中), 您可以查看哪些主题选项是可覆写的, " @@ -58635,7 +58643,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -58719,11 +58727,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -66093,52 +66101,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -66146,12 +66153,12 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 #, fuzzy msgid "Using the Visual Shader Editor" msgstr "使用外部的文本编辑器" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -66160,19 +66167,19 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 #, fuzzy msgid "This popup has the following properties:" msgstr "使用以下参数之一:" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -66180,52 +66187,52 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr ":ref:`doc_visual_shader_plugins`" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 #, fuzzy msgid "Expression node" msgstr "表达式(``Expression``)节点" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -66237,19 +66244,19 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 #, fuzzy msgid "Fresnel node" msgstr "创建节点" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -66257,12 +66264,12 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 #, fuzzy msgid "Boolean node" msgstr "布尔或" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -66270,12 +66277,12 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 #, fuzzy msgid "If node" msgstr "node" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -66284,19 +66291,19 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 #, fuzzy msgid "Switch node" msgstr "选择(``Switch``)" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -69824,12 +69831,12 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "VR入门教程" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part One" +msgid "VR starter tutorial part 1" msgstr "VR入门教程" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 @@ -70162,7 +70169,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -70925,7 +70932,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -71837,7 +71844,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 #, fuzzy -msgid "VR Starter Tutorial Part Two" +msgid "VR starter tutorial part 2" msgstr "VR入门教程" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 @@ -72603,9 +72610,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -76880,7 +76887,7 @@ msgid "Then, from your script:" msgstr "脚本的作用" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -81722,9 +81729,9 @@ msgstr "调试工具概述" #, fuzzy msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" "在游戏开发过程中时常需要对游戏进行调试来解决我们遇到的问题。 Godot 提供了一些" "调试选项和工具来帮助您进行调试工作。" @@ -81866,7 +81873,7 @@ msgstr "字符串" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -81960,15 +81967,49 @@ msgid "Profiler" msgstr "性能分析器" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -#, fuzzy -msgid "Profiles the performance of any function call in the running game." -msgstr "对正在运行中的游戏进行性能分析。" +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." +msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "网络分析器" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -81976,11 +82017,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "监视" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -81989,30 +82030,33 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "显存" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 #, fuzzy msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "列出运行中的游戏所有的现存占用列表。" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "其他" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." -msgstr "调试用的其他选项。" +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." +msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "远程场景树" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 #, fuzzy msgid "" "When running a game in the editor two options appear at the top of the " @@ -82022,7 +82066,7 @@ msgstr "" "在启动游戏后,``场景 (Scene)`` 停靠窗的顶部会出现一条切页栏,您可以切换到 ``" "远程 (Remote) `` 然后检视运行中节点和他们属性的变化。" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -82732,20 +82776,25 @@ msgid "For compiling under Windows, the following is required:" msgstr "要在Windows下进行编译,需要以下内容:" #: ../../docs/development/compiling/compiling_for_windows.rst:13 +#, fuzzy msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" "`Visual Studio社区版 `_,版本" "2015 (14.0) 或更高版本。**请务必阅读下面的“安装Visual Studio注意事项”,否则" "您将不得不再次运行/下载安装程序。**" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +#, fuzzy +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "MinGW-w64可以替代Visual Studio。" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" @@ -82753,19 +82802,19 @@ msgstr "" "`Python 3.5+ (推荐) 或 Python 2.7+ `_" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "*可选* - `yasm `_ (用于WebM SIMD优化)" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" @@ -82773,7 +82822,7 @@ msgstr "" "如果您已安装 `Scoop `_,则可以使用以下命令轻松安装MinGW和" "其他依赖项:" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 #, fuzzy msgid "" "If you have `MSYS2 `_ installed, you can easily " @@ -82782,7 +82831,7 @@ msgstr "" "如果您已安装 `Scoop `_,则可以使用以下命令轻松安装MinGW和" "其他依赖项:" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -82796,11 +82845,11 @@ msgstr "" "有关Godot的SCons用法的一般概述,请参阅 :ref:" "`doc_introduction_to_the_buildsystem`。" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "设置SCons" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " @@ -82809,7 +82858,7 @@ msgstr "" "首先,请确保启用Python安装程序中的将Python添加到 ``PATH`` 选项。然后,SCons安" "装程序应检测并使用现有的Python安装。" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." @@ -82818,7 +82867,7 @@ msgstr "" "要检查是否已正确安装Python和SCons,可以在命令提示符 (``cmd.exe``) 中键入 " "``python --version`` 和 ``scons --version``。" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -82829,11 +82878,11 @@ msgstr "" "后再次检查。为此,您可以再次运行Python安装程序并启用将Python添加到 ``PATH`` " "的选项。" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "安装Visual Studio注意事项" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." @@ -82841,7 +82890,7 @@ msgstr "" "如果安装Visual Studio 2017或2019,请确保启用要安装的工作流程列表中的 **C+" "+** 。" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." @@ -82849,7 +82898,7 @@ msgstr "" "如果安装Visual Studio 2015,请确保运行 **自定义** 安装而不是 **典型** 安装," "然后选择 **C++** 作为语言。" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -82860,11 +82909,11 @@ msgstr "" "序;它将为您提供一个 **修改** 按钮。从 *添加/删除程序* 中运行安装程序只会给您" "提供 **修复** 选项,而该选项将不允许您安装C++工具。" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "下载Godot的源代码" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " @@ -82873,17 +82922,17 @@ msgstr "" "Godot的源代码位于 `GitHub `_ 上。建议使" "用 `Git `_ 下载(克隆)。" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "从现在开始,本教程将假设您将源代码放在 ``C:\\ godot``。" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "选择编译器" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -82894,7 +82943,7 @@ msgstr "" "将尝试改用MinGW。如果您已经安装了Visual Studio,并且想使用MinGW,请将 " "``use_mingw=yes`` 传递给SCons命令行。" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -82905,21 +82954,21 @@ msgstr "" "进制文件。但是,MinGW可以使用链接时间优化(请参见下文)来生成更多优化的二进制" "文件,从而使其成为生产使用的更好选择。" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "运行SCons" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "打开命令提示符后,转到引擎源代码的根目录(使用 ``cd``),然后键入:" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "您可以指定CPU线程数来加速构建:" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " @@ -82928,7 +82977,7 @@ msgstr "" "通常,编译Godot的线程数与CPU内核的数量(即使不超过一个或两个)可以一样多。随" "时将 -j 选项添加到您在下面看到的任何SCons命令中。" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." @@ -82936,7 +82985,7 @@ msgstr "" "使用多个CPU线程进行编译时,SCons可能会警告pywin32丢失。您可以放心地忽略此警" "告。" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." @@ -82945,7 +82994,7 @@ msgstr "" "如果一切顺利,将生成的二进制可执行文件位于 ``C:\\godot\\bin\\`` ,其名称为 " "``godot.windows.tools.32.exe`` 或 ``godot.windows.tools.64.exe``。" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 #, fuzzy msgid "" "By default, SCons will build a binary matching your CPU architecture, but " @@ -82954,7 +83003,7 @@ msgstr "" "默认情况下,SCons将构建与您的CPU体系结构匹配的二进制文件,但是可以使用 " "``bits=64`` 或 ``bits=32`` 来覆盖它。" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." @@ -82962,7 +83011,7 @@ msgstr "" "该可执行文件包含整个引擎,并且运行时没有任何依赖关系。运行它会启动项目管理" "器。" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -82972,7 +83021,7 @@ msgstr "" "如果您正在编译Godot用于生产用途,那么您可以通过添加SCons选项 " "``target=release_debug`` 来使最终的可执行文件更小更快。" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -82983,11 +83032,11 @@ msgstr "" "件变得更小、更快。由于链接时间优化是一个占用大量内存的过程,因此编译时将需要" "大约3 GB的可用RAM。" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "在Visual Studio或其他IDE中进行开发" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " @@ -82996,7 +83045,7 @@ msgstr "" "对于大多数项目,只使用脚本就足够了,但是当需要C++开发时,为了创建模块或扩展引" "擎,通常需要使用IDE。" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" @@ -83004,7 +83053,7 @@ msgstr "" "您可以通过使用 ``vsproj=yes`` 参数运行SCons来创建Visual Studio解决方案,如下" "所示:" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." @@ -83012,7 +83061,7 @@ msgstr "" "您现在可以在Visual Studio解决方案中打开Godot的源代码,并能够通过Visual Studio" "的 **构建** 按钮构建Godot。" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -83024,11 +83073,11 @@ msgstr "" "SCons。如果出错,请从其他构建配置(debug,release_debug,release)或体系结构" "(Win32 / x64)中复制命令。它们是等价的。" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "从其他操作系统为Windows交叉编译" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -83039,41 +83088,41 @@ msgstr "" "php>`_,它通常包含32位和64位变体。包名称可能因您的发行版而异,以下是一些已知" "的发行版:" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "**Arch Linux**" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "安装 `AUR中的mingw-w64-gcc`_。" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "**Debian** / **Ubuntu**" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "**Fedora**" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "**macOS**" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "**Mageia**" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "在尝试编译之前,SCons将在 ``PATH`` 环境变量中检查以下二进制文件:" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " @@ -83082,7 +83131,7 @@ msgstr "" "如果这些二进制文件不在 ``PATH`` 中(例如 ``/usr/bin``),则可以定义以下环境变" "量来提示以构建系统:" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " @@ -83091,7 +83140,7 @@ msgstr "" "为了确保您做的事正确,在shell中执行以下操作将导致编译器正常工作(版本输出可能" "因您的系统而异):" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " @@ -83100,26 +83149,26 @@ msgstr "" "由于默认配置不支持POSIX线程,因此从某些Ubuntu版本进行交叉编译可能会导致 `此" "bug `_ 。" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "您可以按照以下说明针对64位更改该配置:" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "对于32位:" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "创建Windows导出模板" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "Windows导出模板是通过编译不使用编辑器的Godot来创建的,带有以下标志:" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " @@ -83128,11 +83177,11 @@ msgstr "" "如果计划替换标准导出模板,复制模板到以下位置,并用版本标识符(例如 ``3.1.1." "stable`` 或 ``3.2.dev``)替换 ````:" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "使用以下名称:" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" @@ -83140,7 +83189,7 @@ msgstr "" "此外,如果您使用的是自定义模块或自定义引擎代码,则可能需要在此处将二进制文件" "配置为自定义导出模板:" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -83201,7 +83250,8 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "*可选*——yasm(用于WebM SIMD优化)" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +#, fuzzy +msgid "Distro-specific one-liners" msgstr "各个发行版的安装指令" #: ../../docs/development/compiling/compiling_for_x11.rst:31 @@ -92285,6 +92335,17 @@ msgstr "" "`Zeef Godot Engine: Andre Schmitz整理的资源目录 `_" +#, fuzzy +#~ msgid "VR Starter Tutorial Part Two" +#~ msgstr "VR入门教程" + +#, fuzzy +#~ msgid "Profiles the performance of any function call in the running game." +#~ msgstr "对正在运行中的游戏进行性能分析。" + +#~ msgid "Miscellaneous options for debug." +#~ msgstr "调试用的其他选项。" + #~ msgid "" #~ "In the bottom-left are the key things you need to create a connection: a " #~ "node which implements the method you want to trigger (represented here as " diff --git a/weblate/zh_TW.po b/weblate/zh_TW.po index f91d4eb694..2f77866baf 100644 --- a/weblate/zh_TW.po +++ b/weblate/zh_TW.po @@ -18,7 +18,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2019-12-03 10:51+0100\n" +"POT-Creation-Date: 2019-12-17 12:01+0100\n" "PO-Revision-Date: 2019-12-03 07:11+0000\n" "Last-Translator: Daniel Liu \n" "Language-Team: Chinese (Traditional) ` shows the notifications it can receive. However, in most cases " -"GDScript provides simpler overrideable functions." +"GDScript provides simpler overridable functions." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:198 -msgid "Overrideable functions" +msgid "Overridable functions" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:200 msgid "" -"Such overrideable functions, which are described as follows, can be applied " +"Such overridable functions, which are described as follows, can be applied " "to nodes:" msgstr "" @@ -8169,12 +8169,12 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 msgid "" -"Anything Godot saves or loads from disk is a resource. Be it a scene (a ." -"tscn or an .scn file), an image, a script... Here are some ``Resource`` " -"examples: :ref:`Texture `, :ref:`Script `, :ref:" -"`Mesh `, :ref:`Animation `, :ref:`AudioStream " -"`, :ref:`Font `, :ref:`Translation " -"`." +"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." +"tscn`` or an ``.scn`` file), an image, a script... Here are some " +"``Resource`` examples: :ref:`Texture `, :ref:`Script " +"`, :ref:`Mesh `, :ref:`Animation " +"`, :ref:`AudioStream `, :ref:`Font " +"`, :ref:`Translation `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 @@ -8207,8 +8207,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:44 msgid "" -"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached " -"to." +"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're " +"attached to." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:46 @@ -8234,8 +8234,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 msgid "" "The switch between built-in and external resources happens when you save the " -"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` " -"and save, Godot will save the image inside the .tscn scene file." +"scene. In the example above, if you erase the path ``\"res://robi.png\"`` " +"and save, Godot will save the image inside the ``.tscn`` scene file." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:66 @@ -18275,7 +18275,7 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" -"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``" +"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" @@ -41620,7 +41620,7 @@ msgstr "" #: ../../docs/tutorials/math/beziers_and_curves.rst:183 msgid "" -"Before drawing Bezier curves, *tesselation* is required. This is often done " +"Before drawing Bezier curves, *tessellation* is required. This is often done " "with a recursive or divide and conquer function that splits the curve until " "the curvature amount becomes less than a certain threshold." msgstr "" @@ -48205,7 +48205,7 @@ msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 msgid "" "In the inline help of Godot (in the script tab) you can check which theme " -"options are overrideable, or check the :ref:`Control ` class " +"options are overridable, or check the :ref:`Control ` class " "reference." msgstr "" @@ -49210,7 +49210,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174 msgid "" "Rainbow gives the text a rainbow color that changes over time. Its tag " -"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the " +"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the " "number of full rainbow cycles per second, ``sat`` is the saturation of the " "rainbow, ``val`` is the value of the rainbow." msgstr "" @@ -49293,11 +49293,11 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211 msgid "" "Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a " -"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an " -"optional default value to retrieve each parameter, if specified by the user. " -"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would " -"have a float ``spread`` and Color ``color`` parameters in its ` `env`` " -"Dictionary. See below for more usage examples." +"given custom effect. You can use :ref:`get() ` " +"with an optional default value to retrieve each parameter, if specified by " +"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/" +"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in " +"its ` `env`` Dictionary. See below for more usage examples." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217 @@ -55592,52 +55592,51 @@ msgstr "" #: ../../docs/tutorials/shading/visual_shaders.rst:29 msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. " -"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " -"open automatically." +"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:35 +#: ../../docs/tutorials/shading/visual_shaders.rst:33 msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." +"Click on the new ``VisualShader`` resource and the Visual Shader Editor will " +"open automatically. The layout of the Visual Shader Editor comprises two " +"parts: the upper toolbar and the graph itself." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:40 +#: ../../docs/tutorials/shading/visual_shaders.rst:39 msgid "From left to right in the toolbar:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:42 +#: ../../docs/tutorials/shading/visual_shaders.rst:41 msgid "" "The ``Add Node`` button displays a popup menu to let you add nodes to the " "shader graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:44 +#: ../../docs/tutorials/shading/visual_shaders.rst:43 msgid "" "The drop-down menu is the shader type: Vertex, Fragment and Light. Like for " "script shaders, it defines what built-in nodes will be available." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:46 +#: ../../docs/tutorials/shading/visual_shaders.rst:45 msgid "" "The following buttons and number input control the zooming level, grid " "snapping and distance between grid lines (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:48 +#: ../../docs/tutorials/shading/visual_shaders.rst:47 msgid "" "The last icon shows the generated shader code corresponding to your graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:52 +#: ../../docs/tutorials/shading/visual_shaders.rst:51 msgid "" "Although VisualShaders do not require coding, they share the same logic with " "script shaders. It is advised to learn the basics of both to have a good " "understanding of the shading pipeline." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:56 +#: ../../docs/tutorials/shading/visual_shaders.rst:55 msgid "" "The visual shader graph is converted to a script shader behind the scene, " "and you can see this code by pressing the last button in the toolbar. This " @@ -55645,11 +55644,11 @@ msgid "" "it in scripts." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:62 +#: ../../docs/tutorials/shading/visual_shaders.rst:61 msgid "Using the Visual Shader Editor" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:64 +#: ../../docs/tutorials/shading/visual_shaders.rst:63 msgid "" "By default, every new ``VisualShader`` will have an output node. Every node " "connection ends at one of the output node's sockets. A node is the basic " @@ -55658,18 +55657,18 @@ msgid "" "graph, and a menu will pop up." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:72 +#: ../../docs/tutorials/shading/visual_shaders.rst:71 msgid "This popup has the following properties:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:74 +#: ../../docs/tutorials/shading/visual_shaders.rst:73 msgid "" "If you right-click on the graph, this menu will be called at the cursor " "position and the created node, in that case, will also be placed under that " "position; otherwise, it will be created at the graph's center." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:77 +#: ../../docs/tutorials/shading/visual_shaders.rst:76 msgid "" "It can be resized horizontally and vertically allowing more content to be " "shown. Size transform and tree content position are saved between the calls, " @@ -55677,51 +55676,51 @@ msgid "" "state." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:80 +#: ../../docs/tutorials/shading/visual_shaders.rst:79 msgid "" "The ``Expand All`` and ``Collapse All`` options in the drop-down option menu " "can be used to easily list the available nodes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:82 +#: ../../docs/tutorials/shading/visual_shaders.rst:81 msgid "You can also drag and drop nodes from the popup onto the graph." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:84 +#: ../../docs/tutorials/shading/visual_shaders.rst:83 msgid "" "While the popup has nodes sorted in categories, it can seem overwhelming at " "first. Try to add some of the nodes, plug them in the output socket and " "observe what happens." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:88 +#: ../../docs/tutorials/shading/visual_shaders.rst:87 msgid "" "When connecting any ``scalar`` output to a ``vector`` input, all components " "of the vector will take the value of the scalar." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:91 +#: ../../docs/tutorials/shading/visual_shaders.rst:90 msgid "" "When connecting any ``vector`` output to a ``scalar`` input, the value of " "the scalar will be the average of the vector's components." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:95 +#: ../../docs/tutorials/shading/visual_shaders.rst:94 #, fuzzy msgid "Visual Shader nodes" msgstr "Android" -#: ../../docs/tutorials/shading/visual_shaders.rst:97 +#: ../../docs/tutorials/shading/visual_shaders.rst:96 msgid "" "Below are some special nodes that are worth knowing about. The list is not " "exhaustive and might be expanded with more nodes and examples." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:101 +#: ../../docs/tutorials/shading/visual_shaders.rst:100 msgid "Expression node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:103 +#: ../../docs/tutorials/shading/visual_shaders.rst:102 msgid "" "The ``Expression`` node allows you to write Godot Shading Language (GLSL-" "like) expressions inside your visual shaders. The node has buttons to add " @@ -55733,18 +55732,18 @@ msgid "" "located under the Special tab and can be used in all shader modes." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:114 +#: ../../docs/tutorials/shading/visual_shaders.rst:113 msgid "" "The possibilities of this node are almost limitless – you can write complex " "procedures, and use all the power of text-based shaders, such as loops, the " "``discard`` keyword, extended types, etc. For example:" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:121 +#: ../../docs/tutorials/shading/visual_shaders.rst:120 msgid "Fresnel node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:123 +#: ../../docs/tutorials/shading/visual_shaders.rst:122 msgid "" "The ``Fresnel`` node is designed to accept normal and view vectors and " "produces a scalar which is the saturated dot product between them. " @@ -55752,11 +55751,11 @@ msgid "" "``Fresnel`` node is great for adding a rim-like lighting effect to objects." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:131 +#: ../../docs/tutorials/shading/visual_shaders.rst:130 msgid "Boolean node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:133 +#: ../../docs/tutorials/shading/visual_shaders.rst:132 msgid "" "The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to " "represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. " @@ -55764,11 +55763,11 @@ msgid "" "click." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:140 +#: ../../docs/tutorials/shading/visual_shaders.rst:139 msgid "If node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:142 +#: ../../docs/tutorials/shading/visual_shaders.rst:141 msgid "" "The ``If`` node allows you to setup a vector which will be returned the " "result of the comparison between ``a`` and ``b``. There are three vectors " @@ -55777,18 +55776,18 @@ msgid "" "value, i.e. ``0.00001``), ``a > b`` and ``a < b``." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:151 +#: ../../docs/tutorials/shading/visual_shaders.rst:150 msgid "Switch node" msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:153 +#: ../../docs/tutorials/shading/visual_shaders.rst:152 msgid "" "The ``Switch`` node returns a vector if the boolean condition is ``true`` or " "``false``. ``Boolean`` was introduced above. If you convert a vector to a " "true boolean, all components of the vector should be above zero." msgstr "" -#: ../../docs/tutorials/shading/visual_shaders.rst:161 +#: ../../docs/tutorials/shading/visual_shaders.rst:160 msgid "" "The ``Switch`` node is only available on the GLES3 backed. If you are " "targeting GLES2 devices, you cannot use ``switch`` statements." @@ -58659,12 +58658,13 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2 #, fuzzy -msgid "VR Starer tutorial" +msgid "VR starter tutorial" msgstr "教程" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4 -msgid "VR Starter Tutorial Part One" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 1" +msgstr "教程" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11 msgid "" @@ -58938,7 +58938,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109 msgid "" "If the VR system supports room tracking, then the :ref:`ARVRCamera " -"` node may be offset on the X and Z axises as the player " +"` node may be offset on the X and Z axes as the player " "moves." msgstr "" @@ -59637,7 +59637,7 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700 msgid "" -"First this function gets the axises for the trackpad and the joystick and " +"First this function gets the axes for the trackpad and the joystick and " "assigns them to :ref:`Vector2 ` variables called " "``trackpad_vector`` and ``joystick_vector`` respectively." msgstr "" @@ -60498,8 +60498,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4 -msgid "VR Starter Tutorial Part Two" -msgstr "" +#, fuzzy +msgid "VR starter tutorial part 2" +msgstr "教程" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11 msgid "" @@ -61189,9 +61190,9 @@ msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526 msgid "" -"Once all of the :ref:`Raycast `s in the ``raycast`` variable " -"have been iterated over, we then play the shotgun shot sound by calling the " -"``play`` function on the ``shotgun_fire_sound`` variable." +"Once all of the :ref:`Raycast `\\s in the ``raycast`` " +"variable have been iterated over, we then play the shotgun shot sound by " +"calling the ``play`` function on the ``shotgun_fire_sound`` variable." msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528 @@ -64749,7 +64750,7 @@ msgid "Then, from your script:" msgstr "" #: ../../docs/tutorials/plugins/android/android_plugin.rst:274 -#: ../../docs/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_android.rst:195 #: ../../docs/development/editor/creating_icons.rst:86 msgid "Troubleshooting" @@ -69148,9 +69149,9 @@ msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9 msgid "" "When developing your game, you want to test your game and debug when " -"problems occurr. Godot provides several debugging options and tools which " -"aid your debugging process. There are the debug dropdown options, Script " -"editor debug options, debug project settings, and the debugger." +"problems occur. Godot provides several debugging options and tools which aid " +"your debugging process. There are the debug dropdown options, Script editor " +"debug options, debug project settings, and the debugger." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14 @@ -69278,7 +69279,7 @@ msgstr "測試" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82 msgid "" "These are some general settings such as printing the current FPS to the " -"Output panel, the maximum ammount of functions when profiling and others." +"Output panel, the maximum amount of functions when profiling and others." msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88 @@ -69369,14 +69370,49 @@ msgid "Profiler" msgstr "" #: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130 -msgid "Profiles the performance of any function call in the running game." +msgid "" +"The profiler is used to show why individual frames take as long as they do " +"to process and render." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132 +msgid "" +"Unlike other debugging tools the profiler does not start automatically. It " +"can be started at any time during gameplay by pressing the start button. You " +"can even start the profiler before opening the game to profile start up " +"performance. It can also be started and stopped while the game is running " +"without losing information from when it was last running. The information it " +"records won't go away unless you click clear, or close the game, reopen it " +"and start the profiler again." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138 +msgid "" +"After starting and stopping the profiler you should see things being kept " +"track of on the left and a graph on the right. The items listed on the left " +"are everything that contributes to frame time, and they should each have a " +"value for time and calls for the current frame you are looking at." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +msgid "" +"The frame number in the top right tells you which frame you are currently " +"looking at. You can change this by using the up or down arrows, typing in " +"the frame number, or clicking on the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145 +msgid "" +"If you want to add something to your graph, or think it looks too cluttered, " +"you can check and uncheck the box next to an item to add or remove it from " +"the graph." +msgstr "" + +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 msgid "Network Profiler" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151 msgid "" "The Network Profiler contains a list of all the nodes that communicate over " "the multiplayer API and, for each one, some counters on the amount of " @@ -69384,11 +69420,11 @@ msgid "" "meter that displays the total bandwidth usage at any given moment" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156 msgid "Monitors" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158 msgid "" "The monitors are graphs of several aspects of the game while its running " "such as FPS, memory usage, how many nodes are in a scene and more. All " @@ -69397,36 +69433,39 @@ msgid "" "changed." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163 msgid "Video Mem" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 msgid "" "Video Mem list the video memory usage of the running game and which resource " "is using it." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168 msgid "Misc" msgstr "雜項" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154 -msgid "Miscellaneous options for debug." +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170 +msgid "" +"Misc is used to identify which control node you are clicking while the game " +"is running. \"Clicked Control\" shows where on the scene tree the node is. " +"\"Clicked Control Type\" tells you what type of node it is." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174 msgid "Remote in Scene dock" msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176 msgid "" "When running a game in the editor two options appear at the top of the " "``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can " "inspect or change the nodes' parameters in the running game." msgstr "" -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182 msgid "" "Some editor settings related to debugging can be found inside the ``Editor " "Settings``, under Network>Debug and Debugger sections." @@ -70030,45 +70069,48 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 msgid "" "`Visual Studio Community `_, " -"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio " -"caveats\" below or you will have to run/download the installer again.**" +"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read " +"\"Installing Visual Studio caveats\" below or you will have to run/download " +"the installer again.**" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:17 -msgid "MinGW-w64 can be used as an alternative to Visual Studio." +msgid "" +"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure " +"to install/configure it to use the ``posix`` thread model." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:18 +#: ../../docs/development/compiling/compiling_for_windows.rst:19 msgid "" "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:19 +#: ../../docs/development/compiling/compiling_for_windows.rst:20 msgid "" "`SCons `_ build system. If using Visual Studio 2019, " "you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 +#: ../../docs/development/compiling/compiling_for_windows.rst:22 msgid "" "*Optional* - `yasm `_ (for WebM SIMD " "optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 +#: ../../docs/development/compiling/compiling_for_windows.rst:24 msgid "" "If you have `Scoop `_ installed, you can easily install " "MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:28 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "" "If you have `MSYS2 `_ installed, you can easily " "install MinGW and other dependencies using the following command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:39 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 #: ../../docs/development/compiling/compiling_for_x11.rst:25 #: ../../docs/development/compiling/compiling_for_osx.rst:19 #: ../../docs/development/compiling/compiling_for_android.rst:37 @@ -70080,25 +70122,25 @@ msgid "" "`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:45 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "" "First, make sure to enable the option to add Python to the ``PATH`` in the " "Python installer. The SCons installer should then detect and use the " "existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:50 msgid "" "To check whether you have installed Python and SCons correctly, you can type " "``python --version`` and ``scons --version`` into a command prompt (``cmd." "exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:54 msgid "" "If the commands above don't work, make sure to add Python to your ``PATH`` " "environment variable after installing it, then check again. You can do so by " @@ -70106,23 +70148,23 @@ msgid "" "the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:61 +#: ../../docs/development/compiling/compiling_for_windows.rst:62 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:64 msgid "" "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the " "list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:66 +#: ../../docs/development/compiling/compiling_for_windows.rst:67 msgid "" "If installing Visual Studio 2015, make sure to run a **Custom** installation " "instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:69 +#: ../../docs/development/compiling/compiling_for_windows.rst:70 msgid "" "If you've already made the mistake of installing Visual Studio without C++ " "support, run the installer again; it should present you a **Modify** button. " @@ -70130,28 +70172,28 @@ msgid "" "**Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:75 +#: ../../docs/development/compiling/compiling_for_windows.rst:76 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 +#: ../../docs/development/compiling/compiling_for_windows.rst:78 msgid "" "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is " "recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "" "The tutorial will assume from now on that you placed the source code in ``C:" "\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "" "SCons will automatically find and use an existing Visual Studio " "installation. If you do not have Visual Studio installed, it will attempt to " @@ -70159,7 +70201,7 @@ msgid "" "use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:95 msgid "" "During development, using the Visual Studio compiler is usually a better " "idea, as it links the Godot binary much faster than MinGW. However, MinGW " @@ -70167,53 +70209,53 @@ msgid "" "below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:101 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:107 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:111 +#: ../../docs/development/compiling/compiling_for_windows.rst:112 msgid "" "In general, it is OK to have at least as many threads compiling Godot as you " "have cores in your CPU, if not one or two more. Feel free to add the -j " "option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:115 +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:119 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot." "windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:123 msgid "" "By default, SCons will build a binary matching your CPU architecture, but " "this can be overridden using ``bits=64`` or ``bits=32``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:125 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 #: ../../docs/development/compiling/compiling_for_x11.rst:113 msgid "" "If you are compiling Godot for production use, then you can make the final " @@ -70221,7 +70263,7 @@ msgid "" "``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:132 +#: ../../docs/development/compiling/compiling_for_windows.rst:133 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``use_lto=yes``. As link-time " @@ -70229,30 +70271,30 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:138 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:140 +#: ../../docs/development/compiling/compiling_for_windows.rst:141 msgid "" "For most projects, using only scripting is enough but when development in C+" "+ is needed, for creating modules or extending the engine, working with an " "IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:145 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:150 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:152 +#: ../../docs/development/compiling/compiling_for_windows.rst:153 msgid "" "If you need to edit the build commands, they are located in \"Godot\" " "project settings, NMAKE sheet. SCons is called at the end of the commands. " @@ -70261,11 +70303,11 @@ msgid "" "they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:159 +#: ../../docs/development/compiling/compiling_for_windows.rst:160 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:161 +#: ../../docs/development/compiling/compiling_for_windows.rst:162 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit " @@ -70273,98 +70315,98 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 #: ../../docs/development/compiling/compiling_for_x11.rst:36 msgid "**Arch Linux**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:167 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "Install `mingw-w64-gcc from the AUR`_." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:169 +#: ../../docs/development/compiling/compiling_for_windows.rst:170 #: ../../docs/development/compiling/compiling_for_x11.rst:41 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_x11.rst:46 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:178 +#: ../../docs/development/compiling/compiling_for_windows.rst:179 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 +#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:190 +#: ../../docs/development/compiling/compiling_for_windows.rst:191 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:196 +#: ../../docs/development/compiling/compiling_for_windows.rst:197 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variables to give a hint to the build " "system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:204 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:213 +#: ../../docs/development/compiling/compiling_for_windows.rst:214 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:225 +#: ../../docs/development/compiling/compiling_for_windows.rst:226 msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:235 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:243 +#: ../../docs/development/compiling/compiling_for_windows.rst:244 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " "(such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:249 +#: ../../docs/development/compiling/compiling_for_windows.rst:250 msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:256 +#: ../../docs/development/compiling/compiling_for_windows.rst:257 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:262 +#: ../../docs/development/compiling/compiling_for_windows.rst:263 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -70423,7 +70465,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 -msgid "Distro-specific oneliners" +msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:31