Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2019-12-03 10:52:13 +01:00
parent 69d0f5edd2
commit f8cd4cdeb3
292 changed files with 4190 additions and 2765 deletions

2
docs

Submodule docs updated: 5123465942...5048872193

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,7 +41,7 @@ msgid "**Get involved in the engine's development.** This can be by contributing
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:40
msgid "**Donate.** Godot is a non-profit project, but it can still benefit from user donations for many things. Apart from usual expenses such as hosting costs or promotion material on events, we also use donation money to acquire hardware when necessary (e.g. we used donation money to buy a Macbook Pro to implement Retina/HiDPI support and various other macOS-related features). Most importantly, we also used donation money to hire core developers so they can work full-time on the engine. Even with a low monthly wage, we need a steady donation income to continue doing this, which has been very beneficial to the project so far. So if you want to donate some money to the project, check `our website <https://godotengine.org/donate>`_ for details."
msgid "**Donate.** Godot is a non-profit project, but it can still benefit from user donations for many things. Apart from usual expenses such as hosting costs or promotional material on events, we also use donation money to acquire hardware when necessary (e.g. we used donation money to buy a Macbook Pro to implement Retina/HiDPI support and various other macOS-related features). Most importantly, we also used donation money to hire core developers so they can work full-time on the engine. Even with a low monthly wage, we need a steady donation income to continue doing this, which has been very beneficial to the project so far. So if you want to donate some money to the project, check `our website <https://godotengine.org/donate>`_ for details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:54

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -100,6 +100,10 @@ msgstr ""
msgid "`Code with Tom <https://www.youtube.com/playlist?list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:35
msgid "`BornCG <https://www.youtube.com/playlist?list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid "Text tutorials"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,102 +41,114 @@ msgid "`ANGLE source <https://github.com/Microsoft/angle>`__. Use the ``ms_maste
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:20
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgid "The ANGLE repo by Microsoft has been discontinued and the ``ms_master`` branch has been cleared out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:24
msgid "Compiling"
#: ../../docs/development/compiling/compiling_for_uwp.rst:23
msgid "As a temporary workaround however, it is still possible to download an older state of the source code via commit `c61d048 <https://github.com/microsoft/angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:26
msgid "This page will eventually be updated in the future to reflect the new build instructions."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:29
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:33
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:35
msgid "You need to open a proper Visual Studio prompt for the target architecture you want to build. Check :ref:`doc_compiling_for_windows` to see how these prompts work."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:30
#: ../../docs/development/compiling/compiling_for_uwp.rst:39
msgid "There are three target architectures for UWP: x86 (32-bits), x64 (64-bits) and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with ``x86_arm`` or ``amd64_arm`` as argument to set the environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:34
#: ../../docs/development/compiling/compiling_for_uwp.rst:43
msgid "Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE source code. The build process will also build ANGLE to produce the required DLLs for the selected architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:38
#: ../../docs/development/compiling/compiling_for_uwp.rst:47
msgid "Once you're set, run the SCons command similarly to the other platforms::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:43
#: ../../docs/development/compiling/compiling_for_uwp.rst:52
msgid "Creating UWP export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:45
#: ../../docs/development/compiling/compiling_for_uwp.rst:54
msgid "To export using the editor you need to properly build package the templates. You need all three architectures with ``debug`` and ``release`` templates to be able to export."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:49
#: ../../docs/development/compiling/compiling_for_uwp.rst:58
msgid "Open the command prompt for one architecture and run SCons twice (once for each target)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:55
#: ../../docs/development/compiling/compiling_for_uwp.rst:64
msgid "Repeat for the other architectures."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:57
#: ../../docs/development/compiling/compiling_for_uwp.rst:66
msgid "In the end your ``bin`` folder will have the ``.exe`` binaries with a name like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each target/arch)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:61
#: ../../docs/development/compiling/compiling_for_uwp.rst:70
msgid "Copy one of these to ``misc/dist/uwp_template`` inside the Godot source folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source, under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``, ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``, putting them along with the executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:67
#: ../../docs/development/compiling/compiling_for_uwp.rst:76
msgid "Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting Zip according to the target/architecture of the template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:77
#: ../../docs/development/compiling/compiling_for_uwp.rst:86
msgid "Move those templates to the ``[versionstring]\\templates`` folder in Godot settings path, where `versionstring` is the version of Godot you have compiled the export templates for - e.g. `3.0.alpha` for the alpha version of Godot 3. If you don't want to replace the templates, you can set the \"Custom Package\" property in the export window."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:84
#: ../../docs/development/compiling/compiling_for_uwp.rst:93
msgid "Running UWP apps with Visual Studio"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:86
#: ../../docs/development/compiling/compiling_for_uwp.rst:95
msgid "If you want to debug the UWP port or simply run your apps without packaging and signing, you can deploy and launch them using Visual Studio. It might be the easiest way if you are testing on a device such as a Windows Phone or an Xbox One."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:91
#: ../../docs/development/compiling/compiling_for_uwp.rst:100
msgid "Within the ANGLE source folder, open ``templates`` and double-click the ``install.bat`` script file. This will install the Visual Studio project templates for ANGLE apps."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:95
#: ../../docs/development/compiling/compiling_for_uwp.rst:104
msgid "If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` solution from the ANGLE source and build it to Release/Win32 target. You may also need to build it for ARM if you plan to run on a device. You can also use MSBuild if you're comfortable with the command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:100
#: ../../docs/development/compiling/compiling_for_uwp.rst:109
msgid "Create a new Windows App project using the \"App for OpenGL ES (Windows Universal)\" project template, which can be found under the ``Visual C++/Windows/Universal`` category."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:104
#: ../../docs/development/compiling/compiling_for_uwp.rst:113
msgid "This is a base project with the ANGLE dependencies already set up. However, by default it picks the debug version of the DLLs which usually have poor performance. So in the \"Binaries\" filter, click in each of the DLLs there and in the \"Properties\" window and change the relative path from ``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:110
#: ../../docs/development/compiling/compiling_for_uwp.rst:119
msgid "In the same \"Binaries\" filter, select \"Add > Existing Item\" and point to the Godot executable for UWP you have. In the \"Properties\" window, set \"Content\" to ``True`` so it's included in the project."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:114
#: ../../docs/development/compiling/compiling_for_uwp.rst:123
msgid "Right-click the ``Package.appxmanifest`` file and select \"Open With... > XML (Text) Editor\". In the ``Package/Applications/Application`` element, replace the ``Executable`` attribute from ``$targetnametoken$.exe`` to ``godot.uwp.exe`` (or whatever your Godot executable is called). Also change the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that the Godot executable is correctly called when the app starts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:121
#: ../../docs/development/compiling/compiling_for_uwp.rst:130
msgid "Create a folder (*not* a filter) called ``game`` in your Visual Studio project folder and there you can put either a ``data.pck`` file or your Godot project files. After that, make sure to include it all with the \"Add > Existing Item\" command and set their \"Content\" property to ``True`` so they're copied to the app."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:127
#: ../../docs/development/compiling/compiling_for_uwp.rst:136
msgid "To ease the workflow, you can open the \"Solution Properties\" and in the \"Configuration\" section untick the \"Build\" option for the app. You still have to build it at least once to generate some needed files, you can do so by right-clicking the project (*not* the solution) in the \"Solution Explorer\" and selecting \"Build\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:133
#: ../../docs/development/compiling/compiling_for_uwp.rst:142
msgid "Now you can just run the project and your app should open. You can use also the \"Start Without Debugging\" from the \"Debug\" menu (Ctrl+F5) to make it launch faster."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,222 +41,226 @@ msgid "`Python 3.5+ (recommended) or Python 2.7+. <https://www.python.org/downlo
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:19
msgid "`SCons <https://www.scons.org>`_ build system."
msgid "`SCons <https://www.scons.org>`_ build system. If using Visual Studio 2019, you *must* have SCons 3.1.1 or later."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:20
#: ../../docs/development/compiling/compiling_for_windows.rst:21
msgid "*Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:22
#: ../../docs/development/compiling/compiling_for_windows.rst:23
msgid "If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:27
#: ../../docs/development/compiling/compiling_for_windows.rst:28
msgid "If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:39
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:31
#: ../../docs/development/compiling/compiling_for_windows.rst:43
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:33
#: ../../docs/development/compiling/compiling_for_windows.rst:45
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:37
#: ../../docs/development/compiling/compiling_for_windows.rst:49
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:41
#: ../../docs/development/compiling/compiling_for_windows.rst:53
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 running the Python installer again and enabling the option to add Python to the ``PATH``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:49
#: ../../docs/development/compiling/compiling_for_windows.rst:61
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:51
#: ../../docs/development/compiling/compiling_for_windows.rst:63
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:54
#: ../../docs/development/compiling/compiling_for_windows.rst:66
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:57
#: ../../docs/development/compiling/compiling_for_windows.rst:69
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. Running the installer from *Add/Remove Programs* will only give you a **Repair** option, which won't let you install C++ tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:63
#: ../../docs/development/compiling/compiling_for_windows.rst:75
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:65
#: ../../docs/development/compiling/compiling_for_windows.rst:77
msgid "Godot's source code is `hosted on GitHub <https://github.com/godotengine/godot>`_. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:68
#: ../../docs/development/compiling/compiling_for_windows.rst:80
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:72
#: ../../docs/development/compiling/compiling_for_windows.rst:84
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:75
#: ../../docs/development/compiling/compiling_for_windows.rst:87
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:77
#: ../../docs/development/compiling/compiling_for_windows.rst:89
msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW, pass ``use_mingw=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:82
#: ../../docs/development/compiling/compiling_for_windows.rst:94
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 can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:88
#: ../../docs/development/compiling/compiling_for_windows.rst:100
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:90
#: ../../docs/development/compiling/compiling_for_windows.rst:102
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:95
#: ../../docs/development/compiling/compiling_for_windows.rst:107
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:99
#: ../../docs/development/compiling/compiling_for_windows.rst:111
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:103
#: ../../docs/development/compiling/compiling_for_windows.rst:115
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:106
#: ../../docs/development/compiling/compiling_for_windows.rst:118
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:110
#: ../../docs/development/compiling/compiling_for_windows.rst:122
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:113
#: ../../docs/development/compiling/compiling_for_windows.rst:125
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:116
#: ../../docs/development/compiling/compiling_for_windows.rst:128
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:120
#: ../../docs/development/compiling/compiling_for_windows.rst:132
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 optimization is a memory-intensive process, this will require about 3 GB of available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
#: ../../docs/development/compiling/compiling_for_windows.rst:138
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:128
#: ../../docs/development/compiling/compiling_for_windows.rst:140
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:132
#: ../../docs/development/compiling/compiling_for_windows.rst:144
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:137
#: ../../docs/development/compiling/compiling_for_windows.rst:149
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:140
#: ../../docs/development/compiling/compiling_for_windows.rst:152
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. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64); they are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:147
#: ../../docs/development/compiling/compiling_for_windows.rst:159
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
#: ../../docs/development/compiling/compiling_for_windows.rst:161
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:155
#: ../../docs/development/compiling/compiling_for_windows.rst:167
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:155
#: ../../docs/development/compiling/compiling_for_windows.rst:167
msgid "Install `mingw-w64-gcc from the AUR`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:157
#: ../../docs/development/compiling/compiling_for_windows.rst:169
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:161
#: ../../docs/development/compiling/compiling_for_windows.rst:173
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:166
#: ../../docs/development/compiling/compiling_for_windows.rst:178
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:170
#: ../../docs/development/compiling/compiling_for_windows.rst:182
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:178
#: ../../docs/development/compiling/compiling_for_windows.rst:190
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:184
#: ../../docs/development/compiling/compiling_for_windows.rst:196
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:191
#: ../../docs/development/compiling/compiling_for_windows.rst:203
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:199
#: ../../docs/development/compiling/compiling_for_windows.rst:211
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201
#: ../../docs/development/compiling/compiling_for_windows.rst:213
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:205
#: ../../docs/development/compiling/compiling_for_windows.rst:217
msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:213
#: ../../docs/development/compiling/compiling_for_windows.rst:225
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:221
#: ../../docs/development/compiling/compiling_for_windows.rst:233
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:223
#: ../../docs/development/compiling/compiling_for_windows.rst:235
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:231
#: ../../docs/development/compiling/compiling_for_windows.rst:243
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:237
#: ../../docs/development/compiling/compiling_for_windows.rst:249
msgid "With the following names::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:244
#: ../../docs/development/compiling/compiling_for_windows.rst:256
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:250
#: ../../docs/development/compiling/compiling_for_windows.rst:262
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 build, you will automatically have the custom templates referenced."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -77,106 +77,110 @@ msgid "Distro-specific oneliners"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:31
msgid "**Alpine Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:36
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:35
#: ../../docs/development/compiling/compiling_for_x11.rst:41
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:40
#: ../../docs/development/compiling/compiling_for_x11.rst:46
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:46
#: ../../docs/development/compiling/compiling_for_x11.rst:52
msgid "**FreeBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:52
#: ../../docs/development/compiling/compiling_for_x11.rst:58
msgid "**Gentoo**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:57
#: ../../docs/development/compiling/compiling_for_x11.rst:63
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:63
#: ../../docs/development/compiling/compiling_for_x11.rst:69
msgid "**OpenBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:67
#: ../../docs/development/compiling/compiling_for_x11.rst:73
msgid "**openSUSE**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:72
#: ../../docs/development/compiling/compiling_for_x11.rst:78
msgid "**Solus**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:79
#: ../../docs/development/compiling/compiling_for_x11.rst:85
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:81
#: ../../docs/development/compiling/compiling_for_x11.rst:87
msgid "Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:87
#: ../../docs/development/compiling/compiling_for_x11.rst:93
msgid "A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the ``-j`` option to any SCons command you see below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:91
#: ../../docs/development/compiling/compiling_for_x11.rst:97
msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:98
#: ../../docs/development/compiling/compiling_for_x11.rst:104
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:104
#: ../../docs/development/compiling/compiling_for_x11.rst:110
msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:107
#: ../../docs/development/compiling/compiling_for_x11.rst:113
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:112
#: ../../docs/development/compiling/compiling_for_x11.rst:118
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:114
#: ../../docs/development/compiling/compiling_for_x11.rst:120
msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:122
#: ../../docs/development/compiling/compiling_for_x11.rst:128
msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:125
#: ../../docs/development/compiling/compiling_for_x11.rst:131
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:132
#: ../../docs/development/compiling/compiling_for_x11.rst:138
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:139
#: ../../docs/development/compiling/compiling_for_x11.rst:145
msgid "Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:142
#: ../../docs/development/compiling/compiling_for_x11.rst:148
msgid "To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:148
#: ../../docs/development/compiling/compiling_for_x11.rst:154
msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:157
#: ../../docs/development/compiling/compiling_for_x11.rst:163
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:163
#: ../../docs/development/compiling/compiling_for_x11.rst:169
msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,244 +41,256 @@ msgid "pkg-config"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:16
msgid "You may need to import necessary certificates for NuGet to perform HTTPS requests. You can do this with the following command (on Windows, you can run it from the Mono command line prompt)::"
msgid "You may need to import necessary certificates for NuGet to perform HTTPS requests."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:23
#: ../../docs/development/compiling/compiling_with_mono.rst:19
msgid "The recommended method is to use **curl**'s CA (Certificate Autorities) certificate bundle."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:21
msgid "Run the following commands to download and import it. On Windows, you can run it from the Mono command line prompt (or the regular prompt if you added Mono's ``bin`` directory to your ``PATH`` environment variable)::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:27
msgid "Alternatively, you can use the following command, though it's deprecated and may not work correctly::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:32
msgid "Environment variables"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:25
#: ../../docs/development/compiling/compiling_with_mono.rst:34
msgid "By default, SCons will try to find Mono in the Windows Registry on Windows or via ``pkg-config`` on other platforms. You can specify a different installation directory by passing the ``mono_prefix`` command-line option to SCons; e.g. ``scons [...] mono_prefix=%ProgramFiles%/Mono``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:30
#: ../../docs/development/compiling/compiling_with_mono.rst:39
msgid "This is the directory that contains the subdirectories ``include`` and ``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:33
#: ../../docs/development/compiling/compiling_with_mono.rst:42
msgid "Enable the Mono module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:35
#: ../../docs/development/compiling/compiling_with_mono.rst:44
msgid "By default, the Mono module is disabled when building. To enable it, add the option ``module_mono_enabled=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:39
#: ../../docs/development/compiling/compiling_with_mono.rst:48
msgid "Generate the glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:41
#: ../../docs/development/compiling/compiling_with_mono.rst:50
msgid "Glue sources are the wrapper functions that will be called by managed methods. These source files must be generated before building your final binaries. In order to generate them, first, you must build a temporary Godot binary with the options ``tools=yes`` and ``mono_glue=no``::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:48
#: ../../docs/development/compiling/compiling_with_mono.rst:57
msgid "After the build finishes, you need to run the compiled executable with the parameter ``--generate-mono-glue`` followed by the path to an output directory. This path must be ``modules/mono/glue`` in the Godot directory::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:54
#: ../../docs/development/compiling/compiling_with_mono.rst:63
msgid "This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp`` and the C# solution for the Godot API at ``modules/mono/glue/Managed/Generated``. Once these files are generated, you can build Godot for all the desired targets without having to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:59
#: ../../docs/development/compiling/compiling_with_mono.rst:68
msgid "``<godot_binary>`` refers to the tools binary you compiled above with the Mono module enabled. Its exact name will differ based on your system and configuration, but should be of the form ``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64.exe``. Be especially aware of the **.mono** suffix! If you've previously compiled Godot without Mono support, you might have similarly named binaries without this suffix. These binaries can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:69
#: ../../docs/development/compiling/compiling_with_mono.rst:78
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:70
#: ../../docs/development/compiling/compiling_with_mono.rst:79
msgid "**Do not build your final binaries with** ``mono_glue=no``. This disables C# scripting. This option must be used only for the temporary binary that will generate the glue. Godot will print a warning at startup if it was built without the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:74
#: ../../docs/development/compiling/compiling_with_mono.rst:83
msgid "The glue sources must be regenerated every time the ClassDB-registered API changes. That is, for example, when a new method is registered to the scripting API or one of the parameters of such a method changes. Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:82
#: ../../docs/development/compiling/compiling_with_mono.rst:91
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:84
#: ../../docs/development/compiling/compiling_with_mono.rst:93
msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. This is the default value for ``mono_glue``, so you can also omit it. To build a Mono-enabled editor::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:90
#: ../../docs/development/compiling/compiling_with_mono.rst:99
msgid "And Mono-enabled export templates::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:94
#: ../../docs/development/compiling/compiling_with_mono.rst:103
msgid "If everything went well, apart from the normal output, SCons should have created the following files in the ``bin`` directory:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:97
#: ../../docs/development/compiling/compiling_with_mono.rst:106
msgid "If you're not linking the Mono runtime statically, the build script will place the Mono runtime shared library (``monosgen-2.0``) next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android, no extra steps are required as this library is automatically copied to ``#platform/android/java/libs`` and Gradle takes care of the rest."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:103
#: ../../docs/development/compiling/compiling_with_mono.rst:112
msgid "Unlike \"classical\" Godot builds, when building with the Mono module enabled (and depending on the target platform), a data directory may be created both for the editor and for export templates. This directory is important for proper functioning and must be distributed together with Godot. More details about this directory in :ref:`Data directory<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:111
#: ../../docs/development/compiling/compiling_with_mono.rst:120
msgid "Examples"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:114
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "Example (Windows)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:130
#: ../../docs/development/compiling/compiling_with_mono.rst:139
msgid "Example (X11)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:148
#: ../../docs/development/compiling/compiling_with_mono.rst:157
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:150
#: ../../docs/development/compiling/compiling_with_mono.rst:159
msgid "The data directory is a dependency for Godot binaries built with the Mono module enabled. It contains important files for the correct functioning of Godot. It must be distributed together with the Godot executable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:154
#: ../../docs/development/compiling/compiling_with_mono.rst:163
msgid "The information below doesn't apply to Android, as there is no data directory for that platform."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:158
#: ../../docs/development/compiling/compiling_with_mono.rst:167
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:160
msgid "The name of the data directory for an export template differs based on the configuration it was built with. The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.debug`` or ``data.mono.windows.64.release``."
#: ../../docs/development/compiling/compiling_with_mono.rst:169
msgid "The name of the data directory for an export template differs based on the configuration it was built with. The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.release_debug`` or ``data.mono.windows.64.release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:165
#: ../../docs/development/compiling/compiling_with_mono.rst:174
msgid "This directory must be placed with its original name next to the Godot export templates. When exporting a project, Godot will also copy this directory with the game executable but the name will be changed to ``data_<APPNAME>``, where ``<APPNAME>`` is the application name as specified in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:171
#: ../../docs/development/compiling/compiling_with_mono.rst:180
msgid "In the case of macOS, where the export template is compressed as a ZIP archive, the contents of the data directory can be placed in the following locations inside the ZIP archive:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:176
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:185
#: ../../docs/development/compiling/compiling_with_mono.rst:207
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:176
#: ../../docs/development/compiling/compiling_with_mono.rst:185
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:178
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:187
#: ../../docs/development/compiling/compiling_with_mono.rst:209
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:178
#: ../../docs/development/compiling/compiling_with_mono.rst:187
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:182
#: ../../docs/development/compiling/compiling_with_mono.rst:191
msgid "Editor"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:184
#: ../../docs/development/compiling/compiling_with_mono.rst:193
msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The contents of this directory are the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
#: ../../docs/development/compiling/compiling_with_mono.rst:196
msgid "``Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:188
#: ../../docs/development/compiling/compiling_with_mono.rst:197
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:189
#: ../../docs/development/compiling/compiling_with_mono.rst:198
msgid "``Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:191
#: ../../docs/development/compiling/compiling_with_mono.rst:200
msgid "The ``Api`` subdirectory contains the Godot API assemblies. On macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:205
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:205
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:207
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:209
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:202
#: ../../docs/development/compiling/compiling_with_mono.rst:211
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:202
#: ../../docs/development/compiling/compiling_with_mono.rst:211
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:205
#: ../../docs/development/compiling/compiling_with_mono.rst:214
msgid "The ``Mono`` subdirectory is optional. It will be needed when distributing the editor, as issues can arise when the user-installed Mono version isn't identical to the one the Godot editor was built with. Pass ``copy_mono_root=yes`` to SCons when building the editor in order to create this folder and its contents."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:210
#: ../../docs/development/compiling/compiling_with_mono.rst:219
msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotTools`` assemblies and its dependencies."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:214
#: ../../docs/development/compiling/compiling_with_mono.rst:223
msgid "Targeting Android"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:216
#: ../../docs/development/compiling/compiling_with_mono.rst:225
msgid "Compiling the Android export templates with Mono is a bit simpler than it is for the desktop platforms, as there are no additional steps required after building. There is no need to worry about run-time dependencies like a data directory or the shared library (when dynamically linking) as those are automatically added to the Gradle project."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:222
#: ../../docs/development/compiling/compiling_with_mono.rst:231
msgid "Before building Godot, you need to cross compile the Mono runtime for the target architectures. We recommend using these `build scripts <https://github.com/godotengine/godot-mono-builds>`_. They simplify this process but also include some patches needed for proper functioning with Godot. See the README on the link above for instructions on how to use the scripts."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:229
#: ../../docs/development/compiling/compiling_with_mono.rst:238
msgid "Once you've built Mono, you can proceed to build Godot with the instructions described in this page and the :ref:`Compiling for Android<doc_compiling_for_android>` page. Make sure to let SCons know about the location of the Mono runtime you've just built: ``scons [...] mono_prefix=\"$HOME/mono-installs/android-armeabi-v7a-release\"`` (This path may be different on your system, depending on the options you used to build Mono)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:238
#: ../../docs/development/compiling/compiling_with_mono.rst:247
msgid "Command-line options"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:240
#: ../../docs/development/compiling/compiling_with_mono.rst:249
msgid "The following is the list of command-line options available when building with the Mono module:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:243
#: ../../docs/development/compiling/compiling_with_mono.rst:252
msgid "**module_mono_enabled**: Build Godot with the Mono module enabled (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:246
#: ../../docs/development/compiling/compiling_with_mono.rst:255
msgid "**mono_glue**: Whether to include the glue source files in the build and define ``MONO_GLUE_DISABLED`` as a preprocessor macro (**yes** | no)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:249
#: ../../docs/development/compiling/compiling_with_mono.rst:258
msgid "**mono_prefix**: Path to the Mono installation directory for the target platform and architecture"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:252
#: ../../docs/development/compiling/compiling_with_mono.rst:261
msgid "**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:255
#: ../../docs/development/compiling/compiling_with_mono.rst:264
msgid "**mono_static**: Whether to link the Mono runtime statically (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:258
#: ../../docs/development/compiling/compiling_with_mono.rst:267
msgid "**copy_mono_root**: Whether to copy the Mono framework assemblies and configuration files required by the Godot editor (yes | **no**)"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -120,95 +120,95 @@ msgstr ""
msgid "Aside from that, there are a few standard options that can be set in all build targets, and which will be explained below."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:126
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:128
msgid "Tools"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:128
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:130
msgid "Tools are enabled by default in all PC targets (Linux, Windows, macOS), disabled for everything else. Disabling tools produces a binary that can run projects but that does not include the editor or the project manager."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:138
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:142
msgid "Target"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:140
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
msgid "Target controls optimization and debug flags. Each mode means:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:142
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:146
msgid "**debug**: Build with C++ debugging symbols, runtime checks (performs checks and reports error) and none to little optimization."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:148
msgid "**release_debug**: Build without C++ debugging symbols and optimization, but keep the runtime checks (performs checks and reports errors). Official editor binaries use this configuration."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:147
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:151
msgid "**release**: Build without symbols, with optimization and with little to no runtime checks. This target can't be used together with ``tools=yes``, as the editor requires some debug functionality and run-time checks to run."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:156
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:160
msgid "This flag appends the ``.debug`` suffix (for debug), or ``.tools`` (for debug with tools enabled). When optimization is enabled (release), it appends the ``.opt`` suffix."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:161
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:165
msgid "Bits"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:163
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167
msgid "Bits is meant to control the CPU or OS version intended to run the binaries. It is focused mostly on desktop platforms and ignored everywhere else."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:171
msgid "**32**: Build binaries for 32-bit platforms."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:168
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:172
msgid "**64**: Build binaries for 64-bit platforms."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:169
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:173
msgid "**default**: Build for the architecture that matches the host platform."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:179
msgid "This flag appends ``.32`` or ``.64`` suffixes to resulting binaries when relevant. If ``bits=default`` is used, the suffix will match the detected architecture."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:180
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:184
msgid "Other build options"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:182
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:186
msgid "There are several other build options that you can use to configure the way Godot should be built (compiler, debug options, etc.) as well as the features to include/disable."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:186
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
msgid "Check the output of ``scons --help`` for details about each option for the version you are willing to compile."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:194
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:192
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:196
msgid "Official export templates are downloaded from the Godot Engine site: `godotengine.org <https://godotengine.org/>`__. However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:197
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:201
msgid "If you download the official export templates package and unzip it, you will notice that most files are optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:220
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:224
msgid "To create those yourself, follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:224
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:232
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:236
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for almost every target (except for UWP). Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,122 +25,518 @@ msgid "Some developers like using the command line extensively. Godot is designe
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:15
msgid "Path"
msgid "Command line reference"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
msgid "It is recommended that your Godot binary be in your PATH environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot``."
msgid "**General options**"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:23
msgid "Setting the project path"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:20
#: ../../docs/getting_started/editor/command_line_tutorial.rst:34
#: ../../docs/getting_started/editor/command_line_tutorial.rst:62
#: ../../docs/getting_started/editor/command_line_tutorial.rst:90
#: ../../docs/getting_started/editor/command_line_tutorial.rst:120
msgid "Command"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:25
msgid "Depending on where your Godot binary is located and what your current working directory is, you may need to set the path to your project for any of the following commands to work correctly."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:20
#: ../../docs/getting_started/editor/command_line_tutorial.rst:34
#: ../../docs/getting_started/editor/command_line_tutorial.rst:62
#: ../../docs/getting_started/editor/command_line_tutorial.rst:90
#: ../../docs/getting_started/editor/command_line_tutorial.rst:120
msgid "Description"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:29
msgid "This can be done by giving the path to the ``project.godot`` file of your project as either the first argument, like this:"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:22
msgid "``-h``, ``--help``, ``/?``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:22
msgid "Display the list of command line options."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:24
msgid "``--version``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:24
msgid "Display the version string."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:26
msgid "``-v``, ``--verbose``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:26
msgid "Use verbose stdout mode."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:28
msgid "``--quiet``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:28
msgid "Quiet mode, silences stdout messages. Errors are still displayed."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:31
msgid "**Run options**"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
msgid "Or by using the ``--path`` argument:"
msgid "``-e``, ``--editor``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
msgid "Start the editor instead of running the scene (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:38
msgid "``-p``, ``--project-manager``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:38
msgid "Start the project manager, even if a project is auto-detected (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:40
msgid "``-q``, ``--quit``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:40
msgid "Quit after the first iteration."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
msgid "For example, the full command for exporting your game (as explained below) might look like this:"
msgid "``-l <locale>``, ``--language <locale>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:49
msgid "Creating a project"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
msgid "Use a specific locale (<locale> being a two-letter code). See :ref:`doc_locales` for more details."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:44
msgid "``--path <directory>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:44
msgid "Path to a project (<directory> must contain a 'project.godot' file)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:46
msgid "``-u``, ``--upwards``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:46
msgid "Scan folders upwards for 'project.godot' file."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:48
msgid "``--main-pack <file>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:48
msgid "Path to a pack (.pck) file to load."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:50
msgid "``--render-thread <mode>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:50
msgid "Render thread mode ('unsafe', 'safe', 'separate'). See :ref:`Thread Model <class_ProjectSettings_property_rendering/threads/thread_model>` for more details."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
msgid "Creating a project from the command line can be done by navigating the shell to the desired place and making a project.godot file."
msgid "``--remote-fs <address>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:63
msgid "The project can now be opened with Godot."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
msgid "Remote filesystem (``<host/IP>[:<port>]`` address)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:67
msgid "Running the editor"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:54
msgid "``--audio-driver <driver>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:69
msgid "Running the editor is done by executing Godot with the ``-e`` flag. This must be done from within the project directory or a subdirectory, otherwise the command is ignored and the project manager appears."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:54
msgid "Audio driver. Use ``--help`` first to display the list of available drivers."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:77
msgid "If a scene has been created and saved, it can be edited later by running the same code with that scene as argument."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:56
msgid "``--video-driver <driver>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:56
msgid "Video driver. Use ``--help`` first to display the list of available drivers."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:59
msgid "**Display options**"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "``-f``, ``--fullscreen``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "Request fullscreen mode."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
msgid "``-m``, ``--maximized``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
msgid "Request a maximized window."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:68
msgid "``-w``, ``--windowed``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:68
msgid "Request windowed mode."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:70
msgid "``-t``, ``--always-on-top``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:70
msgid "Request an always-on-top window."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "``--resolution <W>x<H>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "Request window resolution."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "``--position <X>,<Y>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "Request window position."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:76
msgid "``--low-dpi``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:76
msgid "Force low-DPI mode (macOS and Windows only)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid "``--no-window``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid "Disable window creation (Windows only). Useful together with ``--script``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:81
msgid "**Debug options**"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:85
msgid "Erasing a scene"
msgid "Debug options are only available in the editor and debug export templates (they require ``debug`` or ``release_debug`` build targets, see :ref:`doc_introduction_to_the_buildsystem_target` for more details)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:87
msgid "Godot is friends with your filesystem and will not create extra metadata files. Use ``rm`` to erase a scene file. Make sure nothing references that scene or else an error will be thrown upon opening."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:92
msgid "``-d``, ``--debug``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:92
msgid "Debug (local stdout debugger)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:94
msgid "``-b``, ``--breakpoints``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:94
msgid "Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 instead)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "Running the game"
msgid "``--profiling``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "Enable profiling in the script debugger."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
msgid "To run the game, simply execute Godot within the project directory or subdirectory."
msgid "``--remote-debug <address>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:105
msgid "When a specific scene needs to be tested, pass that scene to the command line."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
msgid "Remote debug (``<host/IP>:<port>`` address)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:113
msgid "Debugging"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "``--debug-collisions``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:115
msgid "Catching errors in the command line can be a difficult task because they just fly by. For this, a command line debugger is provided by adding ``-d``. It works for running either the game or a simple scene."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "Show collision shapes when running the scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid "``--debug-navigation``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid "Show navigation polygons when running the scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:104
msgid "``--frame-delay <ms>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:104
msgid "Simulate high CPU load (delay each frame by <ms> milliseconds)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:106
msgid "``--time-scale <scale>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:106
msgid "Force time scale (higher values are faster, 1.0 is normal speed)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid "``--disable-render-loop``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid "Disable render loop so rendering only occurs when called explicitly from script."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "``--disable-crash-handler``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "Disable crash handler when supported by the platform code."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
msgid "``--fixed-fps <fps>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
msgid "Force a fixed number of frames per second. This setting disables real-time synchronization."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "``--print-fps``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "Print the frames per second to the stdout."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:117
msgid "**Standalone tools**"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:122
msgid "``-s <script>``, ``--script <script>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:122
msgid "Run a script."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "``--check-only``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "Only parse for errors and quit (use with ``--script``)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:126
msgid "``--export <target>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:126
msgid "Export the project using the given export target. Export only main pack if path ends with .pck or .zip (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:128
msgid "``--export-debug <target>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:128
msgid "Like ``--export``, but use debug template (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
msgid "Exporting"
msgid "``--doctool <path>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
msgid "Dump the engine API reference to the given <path> in XML format, merging if existing files are found (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid "``--no-docbase``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid "Disallow dumping the base types (used with ``--doctool``, :ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid "``--build-solutions``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid "Build the scripting solutions (e.g. for C# projects, :ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid "``--gdnative-generate-json-api``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid "Generate JSON dump of the Godot API for GDNative bindings (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:138
msgid "``--test <test>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:138
msgid "Run a unit test. Use ``--help`` first to display the list of tests. (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:142
msgid "Path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:144
msgid "It is recommended that your Godot binary be in your PATH environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:150
msgid "Setting the project path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
msgid "Depending on where your Godot binary is located and what your current working directory is, you may need to set the path to your project for any of the following commands to work correctly."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:156
msgid "This can be done by giving the path to the ``project.godot`` file of your project as either the first argument, like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:163
msgid "Or by using the ``--path`` argument:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:169
msgid "For example, the full command for exporting your game (as explained below) might look like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:176
msgid "Creating a project"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:179
msgid "Creating a project from the command line can be done by navigating the shell to the desired place and making a project.godot file."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:190
msgid "The project can now be opened with Godot."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:194
msgid "Running the editor"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:196
msgid "Running the editor is done by executing Godot with the ``-e`` flag. This must be done from within the project directory or a subdirectory, otherwise the command is ignored and the project manager appears."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:204
msgid "If a scene has been created and saved, it can be edited later by running the same code with that scene as argument."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:212
msgid "Erasing a scene"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:214
msgid "Godot is friends with your filesystem and will not create extra metadata files. Use ``rm`` to erase a scene file. Make sure nothing references that scene or else an error will be thrown upon opening."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:223
msgid "Running the game"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:225
msgid "To run the game, simply execute Godot within the project directory or subdirectory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:232
msgid "When a specific scene needs to be tested, pass that scene to the command line."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:240
msgid "Debugging"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:242
msgid "Catching errors in the command line can be a difficult task because they just fly by. For this, a command line debugger is provided by adding ``-d``. It works for running either the game or a simple scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:257
msgid "Exporting"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:259
msgid "Exporting the project from the command line is also supported. This is especially useful for continuous integration setups. The version of Godot that is headless (server build, no video) is ideal for this."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:141
#: ../../docs/getting_started/editor/command_line_tutorial.rst:268
msgid "The platform names recognized by the ``--export`` switch are the same as displayed in the export wizard of the editor. To get a list of supported platforms from the command line, try exporting to a non-recognized platform and the full listing of platforms your configuration supports will be shown."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:147
#: ../../docs/getting_started/editor/command_line_tutorial.rst:274
msgid "To export a debug version of the game, use the ``--export-debug`` switch instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:151
#: ../../docs/getting_started/editor/command_line_tutorial.rst:278
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:153
#: ../../docs/getting_started/editor/command_line_tutorial.rst:280
msgid "It is possible to run a simple .gd script from the command line. This feature is especially useful in large projects, for batch conversion of assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:157
#: ../../docs/getting_started/editor/command_line_tutorial.rst:284
msgid "The script must inherit from SceneTree or MainLoop."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:159
#: ../../docs/getting_started/editor/command_line_tutorial.rst:286
msgid "Here is a simple example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:170
#: ../../docs/getting_started/editor/command_line_tutorial.rst:297
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:177
#: ../../docs/getting_started/editor/command_line_tutorial.rst:304
msgid "If no project.godot exists at the path, current path is assumed to be the current working directory (unless ``-path`` is specified)."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -172,23 +172,27 @@ msgstr ""
msgid "Attached C# scripts should refer to a class that has a class name that matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:214
msgid "There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()`` and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API naming conventions. So when using e.g. ``CallDeferred(\"AddChild\")``, ``AddChild`` will not work because the API is expecting the original ``snake_case`` version ``add_child``. However, you can use any custom properties or methods without this limitation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:222
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:218
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:224
msgid "According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, the performance of C# in Godot — while generally in the same order of magnitude — is roughly **~4×** that of GDScript in some naive cases. C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:232
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:234
msgid "`NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot, as with any C# project. Many IDEs are able to add packages directly. They can also be added manually by adding the package reference in the ``.csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:243
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
msgid "Whenever packages are added or modified, run ``nuget restore`` in the root of the project directory. To ensure that NuGet packages will be available for msbuild to use, run:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,7 +53,7 @@ msgid "**Using the AS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36
msgid "The ``as`` operator returns null if the node cannot be cast to Sprite, and for that reason, it cannot be used with value types."
msgid "The ``as`` operator returns ``null`` if the node cannot be cast to Sprite, and for that reason, it cannot be used with value types."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:45

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -62,7 +62,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:120
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:140
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:160
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:262
msgid "**Good**:"
msgstr ""
@@ -72,7 +72,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:170
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:270
msgid "**Bad**:"
msgstr ""
@@ -129,74 +129,82 @@ msgid "**NEVER**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:189
msgid "Naming conventions"
msgid "Quotes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191
msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, which is ugly."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:196
msgid "Classes and nodes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:198
msgid "Use PascalCase: ``extends KinematicBody``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:200
msgid "Also when loading a class into a constant or variable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:207
msgid "Functions and variables"
msgid "Use double quotes unless single quotes make it possible to escape fewer characters in a given string. See the examples below:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:209
msgid "Use snake\\_case: ``get_node()``"
msgid "Naming conventions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:211
msgid "Prepend a single underscore (\\_) to virtual methods (functions the user must override), private functions, and private variables: ``func _ready()``"
msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, which is ugly."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:216
msgid "Signals"
msgid "Classes and nodes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:218
msgid "Use PascalCase: ``extends KinematicBody``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:220
msgid "Also when loading a class into a constant or variable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:227
msgid "Functions and variables"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:229
msgid "Use snake\\_case: ``get_node()``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:231
msgid "Prepend a single underscore (\\_) to virtual methods (functions the user must override), private functions, and private variables: ``func _ready()``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:236
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238
msgid "Use past tense:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:246
msgid "Constants"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:248
msgid "Use CONSTANT\\_CASE, all caps, with an underscore (\\_) to separate words: ``const MAX_SPEED = 200``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:252
msgid "Static typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:254
msgid "Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:237
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:257
msgid "Type hints"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:239
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:259
msgid "Place the colon right after the variable's name, without a space, and let the GDScript compiler infer the variable's type when possible."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:258
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:278
msgid "When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:264
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:284
msgid "Add a space on either sides of the return type arrow when defining functions."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -333,7 +333,7 @@ msgid "Condition"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:333
msgid "This is a simple node that checks a bool port. If true, it will go via the \"true\" sequence port. If false, the second. After going for either of them, it goes via the \"done\" port. Leaving sequence ports disconnected is fine if not all of them are used."
msgid "This is a simple node that checks a bool port. If ``true``, it will go via the \"true\" sequence port. If ``false``, the second. After going for either of them, it goes via the \"done\" port. Leaving sequence ports disconnected is fine if not all of them are used."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:339

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -253,66 +253,62 @@ msgid "If you then select \"pressed()\" under \"BaseButton\" and click the \"Con
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:204
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 a NodePath) and the name of the method to trigger."
msgid "The top of the dialogue displays a list of your scene's nodes with the emitting node's name highlighted in blue. Select the \"Panel\" node here."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:208
msgid "The top-left section displays a list of your scene's nodes with the emitting node's name highlighted in red. Select the \"Panel\" node here. When you select a node, the NodePath at the bottom will automatically update to point to a relative path from the emitting node to the selected node."
#: ../../docs/getting_started/step_by_step/scripting.rst:207
msgid "The bottom of the dialogue shows the name of the method that will be created. By default, the method name will contain the emitting node's name (\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:213
msgid "By default, the method name will contain the emitting node's name (\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" check button checked, then the editor will generate the function for you before setting up the connection."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:218
#: ../../docs/getting_started/step_by_step/scripting.rst:211
msgid "And that concludes the guide on how to use the visual interface. However, this is a scripting tutorial, so for the sake of learning, let's dive into the manual process!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:222
#: ../../docs/getting_started/step_by_step/scripting.rst:215
msgid "To accomplish this, we will introduce a function that is probably the most used by Godot programmers: :ref:`Node.get_node() <class_Node_method_get_node>`. This function uses paths to fetch nodes anywhere in the scene, relative to the node that owns the script."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:227
#: ../../docs/getting_started/step_by_step/scripting.rst:220
msgid "For the sake of convenience, delete everything underneath ``extends Panel``. You will fill out the rest of the script manually."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:230
#: ../../docs/getting_started/step_by_step/scripting.rst:223
msgid "Because the Button and Label are siblings under the Panel where the script is attached, you can fetch the Button by typing the following underneath the ``_ready()`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:247
#: ../../docs/getting_started/step_by_step/scripting.rst:240
msgid "Next, write a function which will be called when the button is pressed:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:262
#: ../../docs/getting_started/step_by_step/scripting.rst:255
msgid "Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:278
#: ../../docs/getting_started/step_by_step/scripting.rst:271
msgid "The final script should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:311
#: ../../docs/getting_started/step_by_step/scripting.rst:304
msgid "Run the scene and press the button. You should get the following result:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:315
#: ../../docs/getting_started/step_by_step/scripting.rst:308
msgid "Why, hello there! Congratulations on scripting your first scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:319
#: ../../docs/getting_started/step_by_step/scripting.rst:312
msgid "A common misunderstanding regarding this tutorial is how ``get_node(path)`` works. For a given node, ``get_node(path)`` searches its immediate children. In the above code, this means that Button must be a child of Panel. If Button were instead a child of Label, the code to obtain it would be:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:337
#: ../../docs/getting_started/step_by_step/scripting.rst:330
msgid "Also, remember that nodes are referenced by name, not by type."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:341
#: ../../docs/getting_started/step_by_step/scripting.rst:334
msgid "The right-hand panel of the connect dialogue is for binding specific values to the connected function's parameters. You can add and remove values of different types."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:345
#: ../../docs/getting_started/step_by_step/scripting.rst:338
msgid "The code approach also enables this with a 4th ``Array`` parameter that is empty by default. Feel free to read up on the ``Object.connect`` method for more information."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -89,7 +89,7 @@ msgid "This means that any node can access a singleton named \"PlayerVariables\"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73
msgid "If the \"Enable\" column is checked (default true) then the singleton can simply be accessed directly:"
msgid "If the \"Enable\" column is checked (default ``true``) then the singleton can simply be accessed directly:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:86

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,19 +25,19 @@ msgid "In the next two tutorials, you will build two responsive UI (user interfa
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:9
msgid "A main menu"
msgid "A main menu."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:10
msgid "A game UI with a health bar, energy bar, bomb and money counters"
msgid "A game UI with a health bar, energy bar, bomb and money counters."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:12
msgid "You will learn how to design game UIs efficiently, and how to use Godot's Control nodes. This page focuses on the visual part: everything you do from the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`"
msgid "You will learn how to design game UIs efficiently, and how to use Godot's Control nodes. This page focuses on the visual part: everything you do from the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:20
msgid "The GUI you're going to create"
msgid "The GUI you're going to create."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:22
@@ -45,279 +45,279 @@ msgid "Download the project files: :download:`ui_main_menu_design.zip <files/ui_
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:30
msgid "Read the :doc:`ui_introduction_to_the_ui_system` first to learn how Godots UI system works"
msgid "Read the :doc:`ui_introduction_to_the_ui_system` first to learn how Godots UI system works."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:33
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:34
msgid "How to design your game UI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:35
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:36
msgid "To design a good UI, you want to come up with a rough mockup first: a plain drawing version that focuses on the placement of your UI components, their size, and user interaction. Pen and paper is all you need. You shouldn't use fancy and final graphics at this stage. Then, you only need simple placeholder sprites and you're good to jump into Godot. You want to make sure the players can find their way around the interface using those placeholders."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:45
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:46
msgid "The UI's rough plan or mockup"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:47
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:48
msgid "Placeholder doesn't have to mean ugly, but you should keep the graphics simple and clean. Avoid special effects, animation, and detailed illustration before you have players playtest your UI. Otherwise:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:51
msgid "The graphics might skew the players' perception of the experience and you'll miss out on valuable feedback"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:52
msgid "The graphics might skew the players' perception of the experience and you'll miss out on valuable feedback."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:53
msgid "If the User Experience doesn't work, you'll have to redo some sprites"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:54
msgid "If the User Experience doesn't work, you'll have to redo some sprites."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:57
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:58
msgid "Always try to make the interface work with simple text and boxes first. It's easy to replace the textures later. Professional UX designers often work with plain outlines and boxes in greyscale. When you take colors and fancy visuals away, it's a lot easier to size and place UI elements properly. It helps you refine the design foundation you'll build upon."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:64
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:65
msgid "There are two ways to design your UI in Godot. You can:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:66
msgid "Build it all in a single scene, and eventually save some branches as reusable scenes"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:67
msgid "Build it all in a single scene, and eventually save some branches as reusable scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:68
msgid "Build template scenes for reusable components and create specific components that inherit from your base scenes"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:69
msgid "Build template scenes for reusable components and create specific components that inherit from your base scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:71
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:72
msgid "We will use the first approach, because the first version of your UI may not work as well as youd like. Youre likely to throw parts away and redesign components as you go. When you're sure everything works, it's easy to make some parts reusable, as you'll see below."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:78
msgid "The files you'll find in Godot. The graphics look cleaner than on the rough design, but they're still placeholders"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:79
msgid "The files you'll find in Godot. The graphics look cleaner than on the rough design, but they're still placeholders."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:82
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:83
msgid "Design the main menu"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:84
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:85
msgid "Before we jump into the editor, we want to plan how we'll nest containers based on our mockup image."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:88
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:280
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:89
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:282
msgid "Break down the UI mockup"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:90
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:91
msgid "Here are my three rules of thumb to find the right containers:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:92
msgid "Break down the UI into nested boxes, from the largest that contains everything, to the smallest ones, that encompass one widget, like a bar with its label, a panel or a button"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:95
msgid "If there's some padding around an area, use a ``MarginContainer``"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:93
msgid "Break down the UI into nested boxes, from the largest that contains everything, to the smallest ones, that encompass one widget, like a bar with its label, a panel or a button."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:96
msgid "If the elements are arranged in rows or columns, use an ``HBoxContainer`` or ``VBoxContainer``"
msgid "If there's some padding around an area, use a ``MarginContainer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:99
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:97
msgid "If the elements are arranged in rows or columns, use an ``HBoxContainer`` or ``VBoxContainer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:100
msgid "These rules are enough to get us started, and work well for simple interfaces."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:102
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:103
msgid "For the main menu, the largest box is the entire game window. There's padding between the edges of the window and the first components: this should be a ``MarginContainer``. Then, the screen is split into two columns, so we'll use an ``HBoxContainer``. In the left column, we'll manage the rows with a ``VBoxContainer``. And in the right column, we'll center the illustration with a ``CenterContainer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:111
msgid "Interface building blocks, broken down using the three rules of thumb"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:112
msgid "Interface building blocks, broken down using the three rules of thumb."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:115
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:116
msgid "Containers adapt to the window's resolution and width-to-height ratio. Although we could place UI elements by hand, containers are faster, more precise, and **responsive**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:120
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:121
msgid "Prepare the Main Menu scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:122
msgid "Let's create the main menu. We'll build it in a single scene. To create an empty scene, click on the Scene menu -> New Scene."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:123
msgid "Let's create the main menu. We'll build it in a single scene. To create an empty scene, click on **Scene > New Scene**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:125
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:126
msgid "We have to add a root node before we can save the scene. Your UI's root should be the outermost container or element. In this case it's a ``MarginContainer``. ``MarginContainer`` is a good starting point for most interfaces, as you often need padding around the UI. Press ``Meta+S`` to save the scene to the disk. Name it *MainMenu*."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:131
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:132
msgid "Select the ``MarginContainer`` again, and head to the inspector to define the margins' size. Scroll down the ``Control`` class, to the ``Custom Constants`` section. Unfold it. Set the margins as such:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:135
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:136
msgid "Margin Right: *120*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:136
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:137
msgid "Margin Top: *80*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:137
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:138
msgid "Margin Left: *120*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:138
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:139
msgid "Margin Bottom: *80*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:140
msgid "We want the container to fit the window. In the toolbar above the Viewport, open the ``Layout`` menu and select the last option, ``Full Rect``."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:141
msgid "We want the container to fit the window. In the toolbar above the Viewport, open the **Layout** menu and select the last option, **Full Rect**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:144
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:145
msgid "Add the UI sprites"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:146
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:147
msgid "Select the ``MarginContainer``, and create the UI elements as ``TextureRect`` nodes. We need:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:149
msgid "The title, or logo"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:150
msgid "The three text options, as individual nodes"
msgid "the title or logo,"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:151
msgid "The version note"
msgid "the three text options as individual nodes,"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:152
msgid "And the main menus illustration"
msgid "the version note,"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:154
msgid "Click the ``Add Node`` button or press ``Meta+A`` on your keyboard. Start to type ``TextureRect`` to find the corresponding node and press enter. With the new node selected, press ``Meta+D`` five times to create five extra ``TextureRect`` instances."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:153
msgid "and the main menus illustration."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:159
msgid "Click each of the nodes to select it. In the inspector, find the ``Texture`` property and click ``[empty]`` -> ``Load``. A file browser opens and lets you pick a sprite to load into the texture slot."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:155
msgid "Click the **Add Node** button or press ``Meta+A`` on your keyboard. Start to type ``TextureRect`` to find the corresponding node and press enter. With the new node selected, press ``Meta+D`` five times to create five extra ``TextureRect`` instances."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:165
msgid "The file browser lets you find and load textures"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:160
msgid "Click each of the nodes to select it. In the inspector, find the **Texture** property and click **[empty] > Load**. A file browser opens and lets you pick a sprite to load into the texture slot."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:167
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:166
msgid "The file browser lets you find and load textures."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:168
msgid "Repeat the operation for all ``TextureRect`` nodes. You should have the logo, the illustration, the three menu options and the version note, each as a separate node. Then, double click on each of the nodes in the Scene tab to rename them. Nothing has been placed in containers yet so this should look messy."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:175
msgid "The six nodes, with textures loaded"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:176
msgid "The six nodes with textures loaded."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:179
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:180
msgid "If you want to support localization in your game, use ``Labels`` for menu options instead of ``TextureRect``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:183
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:184
msgid "Add containers to place UI elements automatically"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:185
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:186
msgid "Our main menu has some margin around the edges of the screen. It is split in two parts: on the left, you have the logo and the menu options. On the right, you have the characters. We can use one of two containers to achieve this: ``HSplitContainer`` or ``HBoxContainer``. Split containers split the area into two: a left and a right side or a top and a bottom side. They also allow the user to resize the left and right areas using an interactive bar. On the other hand, ``HBoxContainer`` just splits itself into as many columns as it has children. Although you can deactivate the split container's resize behaviour, I recommend to favour box containers."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:197
msgid "Select the ``MarginContainer`` and add an ``HBoxContainer``. Then, we need two containers as children of our ``HBoxContainer``: a ``VBoxContainer`` for the menu options on the left, and a ``CenterContainer`` for the illustration on the right."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:203
msgid "You should have four nested containers, and the TextureRect nodes sitting aside from it"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:204
msgid "You should have four nested containers and the TextureRect nodes sitting aside from it."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:206
msgid "In the node tree, select all the ``TextureRect`` nodes that should go on the left side: the logo, the menu options and the version note. Drag and drop them into the ``VBoxContainer``. The nodes should position automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:212
msgid "Containers automatically place and resize textures"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:207
msgid "In the node tree, select all the ``TextureRect`` nodes that should go on the left side: the logo, the menu options (Continue, NewGame, Options), and the version note. Drag and drop them into the ``VBoxContainer``. The nodes should position automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:214
msgid "We're left with two problems to solve:"
msgid "Containers automatically place and resize textures"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:216
msgid "The characters on the right aren't centered"
msgid "We're left with two problems to solve:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:217
msgid "There's no space between the logo and the other UI elements"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:218
msgid "The characters on the right aren't centered."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:219
msgid "To center the characters on the right, first select the ``CenterContainer``. Then in the Inspector, scroll down to the ``Size Flags`` category and click on the field to the right of the ``Vertical`` property, and check ``Expand`` in addition to ``Fill``. Do the same for the ``Horizontal`` property. This makes the ``CenterContainer`` expand into all available space while respecting its neighbour ``VBoxContainer``. Finally, drag and drop the Characters node into the ``CenterContainer``. The Characters element will center automatically."
msgid "There's no space between the logo and the other UI elements."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:230
msgid "The character node centers inside the right half of the screen as soon as you place it inside the CenterContainer"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:221
msgid "To center the characters on the right, first select the ``CenterContainer``. Then in the Inspector, scroll down to the **Size Flags** category and click on the field to the right of the **Vertical** property, and check **Expand** in addition to **Fill**. Do the same for the **Horizontal** property. This makes the ``CenterContainer`` expand into all available space while respecting its neighbour ``VBoxContainer``. Finally, drag and drop the Characters node into the ``CenterContainer``. The Characters element will center automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:233
msgid "To space out the menu options and the logo on the left, we'll use one final container and its size flags. Select the ``VBoxContainer`` and press ``Meta+A`` to add a new node inside it. Add a second ``VBoxContainer`` and name it \"MenuOptions\". Select all three menu options, ``Continue``, ``NewGame`` and ``Options``, and drag and drop them inside the new ``VBoxContainer``. The UI's layout should barely change, if at all."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:232
msgid "The character node centers inside the right half of the screen as soon as you place it inside the CenterContainer."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:243
msgid "Place the new container between the other two nodes to retain the UI's layout"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:235
msgid "To space out the menu options and the logo on the left, we'll use one final container and its size flags. Select the ``VBoxContainer`` and press ``Meta+A`` to add a new node inside it. Add a second ``VBoxContainer`` and name it *MenuOptions*. Select all three menu options, ``Continue``, ``NewGame`` and ``Options``, and drag and drop them inside the new ``VBoxContainer``. The UI's layout should barely change, if at all."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:246
msgid "Now we grouped the menu options together, we can tell their container to expand to take as much vertical space as possible. Select the ``MenuOptions`` node. In the Inspector, scroll down to the ``Size Flags`` category. Click on the field to the right of the ``Vertical`` property, and check ``Expand`` in addition to ``Fill``. The container expands to take all the available vertical space. But it respects its neighbors, the ``Logo`` and ``Version`` elements."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:245
msgid "Place the new container between the other two nodes to retain the UI's layout."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:254
msgid "To center the nodes in the ``VBoxContainer``, scroll to the top of the Inspector and change the ``Alignment`` property to ``Center``."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:248
msgid "Now we grouped the menu options together, we can tell their container to expand to take as much vertical space as possible. Select the ``MenuOptions`` node. In the Inspector, scroll down to the **Size Flags** category. Click on the field to the right of the **Vertical** property, and check **Expand** in addition to **Fill**. The container expands to take all the available vertical space while respecting its neighbors, the ``Logo`` and ``Version`` elements."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:259
msgid "The menu options should center vertically in the UI's left column"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:256
msgid "To center the nodes in the ``VBoxContainer``, scroll to the top of the Inspector and change the **Alignment** property to **Center**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:261
msgid "To wrap things up, let's add some separation between the menu options. Expand the ``Custom Constants`` category below ``Size Flags``, and click the field next to the ``Separation`` parameter. Set it to 30. Once you press enter, the ``Separation`` property becomes active and Godot adds 30 pixels between menu options."
msgid "The menu options should center vertically in the UI's left column."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:269
msgid "The final interface"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:263
msgid "To wrap things up, let's add some separation between the menu options. Expand the **Custom Constants** category below **Size Flags**, and click the field next to the **Separation** parameter. Set it to 30. Once you press enter, the **Separation** property becomes active and Godot adds 30 pixels between menu options."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:271
msgid "The final interface."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:273
msgid "Without a single line of code, we have a precise and responsive main menu."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:274
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:276
msgid "Congratulations for getting there! You can download the final menu :download:`ui_main_menu_design.zip <files/ui_main_menu_design.zip>` to compare with your own. In the next tutorial, you'll create a Game User Interface with bars and item counters."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:282
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:284
msgid "A responsive User Interface is all about making sure our UIs scale well on all screen types. TV screens and computer displays have different sizes and ratios. In Godot, we use containers to control the position and the size of UI elements."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:287
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:289
msgid "The order in which you nest matters. To see if your UI adapts nicely to different screen ratios, select the root node, press the Q key to activate the Select Mode, select the container and click and drag on one of the container's corners to resize it. The UI components should flow inside of it."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:293
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:295
msgid "You'll notice that although containers move sprites around, they don't scale them. This is normal. We want the UI system to handle different screen ratios, but we also need the entire game to adapt to different screen resolutions. To do this, Godot scales the entire window up and down."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:299
msgid "You can change the scale mode in the project settings: click the Project menu -> Project Settings. In the window's left column, look for the Display category. Click on the Window sub-category. On the right side of the window, you'll find a Stretch section. The three settings, Mode, Aspect, and Shrink, control the screen size. For more information, see :ref:`doc_multiple_resolutions`."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:301
msgid "You can change the scale mode in the project settings: click **Project > Project Settings** in the top menu. In the window's left column, look for the **Display** category. Click on the **Window** sub-category. On the right side of the window, you'll find a **Stretch** section. The three settings, **Mode**, **Aspect**, and **Shrink**, control the screen size. For more information, see :ref:`doc_multiple_resolutions`."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -480,292 +480,284 @@ msgstr ""
msgid "Note that a new instance must be added to the scene using ``add_child()``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:811
msgid "Now click on ``MobTimer`` in the scene window then head to inspector window, switch to node view then click on ``timeout()`` and connect the signal."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:814
msgid "Add the following code:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:862
#: ../../docs/getting_started/step_by_step/your_first_game.rst:857
msgid "In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
#: ../../docs/getting_started/step_by_step/your_first_game.rst:863
msgid "HUD"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:870
#: ../../docs/getting_started/step_by_step/your_first_game.rst:865
msgid "The final piece our game needs is a UI: an interface to display things like score, a \"game over\" message, and a restart button. Create a new scene, and add a :ref:`CanvasLayer <class_CanvasLayer>` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
#: ../../docs/getting_started/step_by_step/your_first_game.rst:871
msgid "The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
#: ../../docs/getting_started/step_by_step/your_first_game.rst:875
msgid "The HUD displays the following information:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:882
#: ../../docs/getting_started/step_by_step/your_first_game.rst:877
msgid "Score, changed by ``ScoreTimer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:884
#: ../../docs/getting_started/step_by_step/your_first_game.rst:879
msgid "A \"Start\" button to begin the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:886
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
msgid "The basic node for UI elements is :ref:`Control <class_Control>`. To create our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:`Label <class_Label>` and :ref:`Button <class_Button>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
#: ../../docs/getting_started/step_by_step/your_first_game.rst:885
msgid "Create the following as children of the ``HUD`` node:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
#: ../../docs/getting_started/step_by_step/your_first_game.rst:887
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
#: ../../docs/getting_started/step_by_step/your_first_game.rst:889
msgid ":ref:`Button <class_Button>` named ``StartButton``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:895
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:897
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
msgid "Click on the ``ScoreLabel`` and type a number into the *Text* field in the Inspector. The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
#: ../../docs/getting_started/step_by_step/your_first_game.rst:902
msgid "Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose \"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the font's ``Size``. A setting of ``64`` works well."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:913
#: ../../docs/getting_started/step_by_step/your_first_game.rst:908
msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
#: ../../docs/getting_started/step_by_step/your_first_game.rst:915
msgid "Arrange the nodes as shown below. Click the \"Layout\" button to set a Control node's layout:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
msgid "You can drag the nodes to place them manually, or for more precise placement, use the following settings:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
#: ../../docs/getting_started/step_by_step/your_first_game.rst:924
msgid "ScoreLabel"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
#: ../../docs/getting_started/step_by_step/your_first_game.rst:926
msgid "*Text* : ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:932
#: ../../docs/getting_started/step_by_step/your_first_game.rst:927
msgid "*Layout* : \"Top Wide\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:933
#: ../../docs/getting_started/step_by_step/your_first_game.rst:940
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
msgid "*Align* : \"Center\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
msgid "MessageLabel"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:938
#: ../../docs/getting_started/step_by_step/your_first_game.rst:933
msgid "*Text* : ``Dodge the Creeps!``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:939
#: ../../docs/getting_started/step_by_step/your_first_game.rst:934
msgid "*Layout* : \"HCenter Wide\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:941
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
msgid "*Autowrap* : \"On\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:944
#: ../../docs/getting_started/step_by_step/your_first_game.rst:939
msgid "StartButton"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:946
#: ../../docs/getting_started/step_by_step/your_first_game.rst:941
msgid "*Text* : ``Start``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:947
#: ../../docs/getting_started/step_by_step/your_first_game.rst:942
msgid "*Layout* : \"Center Bottom\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
#: ../../docs/getting_started/step_by_step/your_first_game.rst:943
msgid "*Margin* :"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:950
#: ../../docs/getting_started/step_by_step/your_first_game.rst:945
msgid "Top: ``-200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:951
#: ../../docs/getting_started/step_by_step/your_first_game.rst:946
msgid "Bottom: ``-100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:953
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
msgid "Now add this script to ``HUD``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:972
#: ../../docs/getting_started/step_by_step/your_first_game.rst:967
msgid "The ``start_game`` signal tells the ``Main`` node that the button has been pressed."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:994
#: ../../docs/getting_started/step_by_step/your_first_game.rst:989
msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\". On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot`` property to \"On\"."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1029
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024
msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and, after a brief pause, show the \"Start\" button."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1033
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1028
msgid "When you need to pause for a brief time, an alternative to using a Timer node is to use the SceneTree's ``create_timer()`` function. This can be very useful to delay, such as in the above code, where we want to wait a little bit of time before showing the \"Start\" button."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1051
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1046
msgid "This function is called by ``Main`` whenever the score changes."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1053
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1048
msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1080
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1075
msgid "Connecting HUD to Main"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1082
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1077
msgid "Now that we're done creating the ``HUD`` scene, save it and go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene, and place it at the bottom of the tree. The full tree should look like this, so make sure you didn't miss anything:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1089
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1084
msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1092
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1087
msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1095
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1090
msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1110
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1105
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1121
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1116
msgid "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync with the changing score:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1133
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128
msgid "Now you're ready to play! Click the \"Play the Project\" button. You will be asked to select a main scene, so choose ``Main.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1137
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1132
msgid "Removing old creeps"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1139
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1134
msgid "If you play until \"Game Over\" and then start a new game the creeps from the previous game are still on screen. It would be better if they all disappeared at the start of a new game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1138
msgid "We'll use the ``start_game`` signal that's already being emitted by the ``HUD`` node to remove the remaining creeps. We can't use the editor to connect the signal to the mobs in the way we need because there are no ``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead we'll use code."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1148
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143
msgid "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will delete the current node at the end of the current frame."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1164
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1159
msgid "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` function, at the end."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1176
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171
msgid "This line tells the new Mob node (referenced by the ``mob`` variable) to respond to any ``start_game`` signal emitted by the ``HUD`` node by running its ``_on_start_game()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1176
msgid "Finishing up"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1183
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1178
msgid "We have now completed all the functionality for our game. Below are some remaining steps to add a bit more \"juice\" to improve the game experience. Feel free to expand the gameplay with your own ideas."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1188
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1183
msgid "Background"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1190
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185
msgid "The default gray background is not very appealing, so let's change its color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and drag the size of the ``ColorRect`` so that it covers the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1197
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1192
msgid "You could also add a background image, if you have one, by using a ``Sprite`` node."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1201
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196
msgid "Sound effects"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1203
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1198
msgid "Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1203
msgid "Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1213
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208
msgid "To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1211
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214
msgid "Keyboard Shortcut"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1221
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
msgid "Since the game is played with keyboard controls, it would be convenient if we could also start the game by pressing a key on the keyboard. One way to do this is using the \"Shortcut\" property of the ``Button`` node."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1225
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1220
msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEvent\". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1233
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1228
msgid "Now when the start button appears, you can either click it or press the spacebar to start the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1237
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1232
msgid "Project files"
msgstr ""
@@ -773,11 +765,11 @@ msgstr ""
msgid "You can find a completed version of this project at these locations:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1240
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1235
msgid "https://github.com/kidscancode/Godot3_dodge/releases"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1241
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1236
msgid "https://github.com/godotengine/godot-demo-projects"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,11 +37,11 @@ msgid "Godot supports the following 3D *scene file formats*:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16
msgid "DAE (COLLADA), which is currently the most mature workflow."
msgid "glTF 2.0. Godot has full support for text and binary formats."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17
msgid "glTF 2.0. Both text and binary formats are supported. Godot has full support for it, but the format is new and gaining traction."
msgid "DAE (COLLADA), an older format that is fully supported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18
@@ -52,522 +52,546 @@ msgstr ""
msgid "ESCN, a Godot specific format that Blender can export with a plugin."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:21
msgid "Just copy the scene file together with the texture to the project repository, and Godot will do a full import."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20
msgid "FBX, supported via the Open Asset Import library. However, FBX is proprietary so we recommend using other formats listed above, if suitable for your workflow."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:23
msgid "Just copy the scene file together with the texture to the project repository, and Godot will do a full import."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:25
msgid "It is important that the mesh is not deformed by bones when exporting. Make sure that the skeleton is reset to its T-pose or default rest pose before exporting with your favorite 3D editor."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:27
msgid "Why not FBX?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:29
msgid "Most game engines use the FBX format for importing 3D scenes, which is definitely one of the most standardized in the industry. However, this format requires the use of a closed library from Autodesk, which is distributed with more restrictive licensing terms than Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:34
msgid "The plan is, sometime in the future, to offer a binary plug-in using GDNative."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:37
msgid "Exporting DAE files from Maya and 3DS Max"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:39
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:31
msgid "Autodesk added built-in COLLADA support to Maya and 3DS Max, but it's broken by default and should not be used. The best way to export this format is by using the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__ plugins. They work well, although they are not always up-to date with the latest version of the software."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:47
msgid "Exporting DAE files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:49
msgid "Blender has built-in COLLADA support too, but it's also broken and should not be used."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:52
msgid "Godot provides a `Python Plugin <https://github.com/godotengine/collada-exporter>`__ that will do a much better job of exporting the scenes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:39
msgid "Exporting glTF 2.0 files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:59
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:41
msgid "There are three ways to export glTF files from Blender. As a glTF binary (``.glb`` file), glTF embedded (``.gltf`` file), and with textures (``gltf`` + ``.bin`` + textures)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:62
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:44
msgid "glTF binary files are the smallest of the three options. They include the mesh and textures set up in Blender. When brought into Godot the textures are part of the object's material file."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:65
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:47
msgid "glTF embedded files function the same way as binary files. They don't provide extra functionality in Godot, and shouldn't be used since they have a larger file size."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:50
msgid "There are two reasons to use glTF with the textures separate. One is to have the scene description in a text based format and the binary data in a separate binary file. This can be useful for version control if you want to review changes in a text based format. The second is you need the texture files separate from the material file. If you don't need either of those glTF binary files are fine."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55
msgid "Blender does not export emissive textures with the glTF file. If your model uses one it must be brought in separately."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58
msgid "Exporting DAE files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60
msgid "Blender has built-in COLLADA support, but it does not work properly for the needs of game engines and should not be used as is."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63
msgid "Godot provides a `Blender plugin <https://github.com/godotengine/collada-exporter>`_ that will correctly export COLLADA scenes for use in Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:67
msgid "Exporting ESCN files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69
msgid "The most powerful one, called `godot-blender-exporter <https://github.com/godotengine/godot-blender-exporter>`__. It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file); it keeps as much information as possible from a Blender scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:74
msgid "The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing its functionality and usage."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78
msgid "Import workflows"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80
msgid "Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to import a scene with:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:92
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83
msgid "External materials (default): Where each material is saved to a file resource. Modifications to them are kept."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84
msgid "External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85
msgid "External animations: Allowing saved animations to be modified and merged when sources change."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86
msgid "External scenes: Save each of the root nodes of the imported scenes as a separate scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87
msgid "Single scene: A single scene file with everything built in."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:100
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91
msgid "As different developers have different needs, this import process is highly customizable."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94
msgid "Import options"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:105
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96
msgid "The importer has several options, which will be discussed below:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:110
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:101
msgid "Nodes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:104
msgid "Root Type"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:115
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
msgid "By default, the type of the root node in imported scenes is \"Spatial\", but this can be modified."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109
msgid "Root Name"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:120
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111
msgid "Allows setting a specific name to the generated root node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:114
msgid "Root Scale"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116
msgid "The scale of the root node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:128
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119
msgid "Custom Script"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121
msgid "A special script to process the whole scene after import can be provided. This is great for post processing, changing materials, doing funny stuff with the geometry etc."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:134
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125
msgid "Create a script like this:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:145
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:136
msgid "The ``post_import`` function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:224
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:141
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:215
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307
msgid "Storage"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:152
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:143
msgid "By default, Godot imports a single scene. This option allows specifying that nodes below the root will each be a separate scene and instanced into the imported one."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147
msgid "Of course, instancing such imported scenes in other places manually works, too."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:151
msgid "Materials"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154
msgid "Location"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156
msgid "Godot supports materials in meshes or nodes. By default, materials will be put on each node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162
msgid "Materials can be stored within the scene or in external files. By default, they are stored in external files so editing them is possible. This is because most 3D DCCs don't have the same material options as those present in Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
msgid "When materials are built-in, they will be lost each time the source scene is modified and re-imported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:170
msgid "Keep On Reimport"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:181
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172
msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
msgid "Meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180
msgid "Compress"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:182
msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195
msgid "These are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186
msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187
msgid "Vertices : 32-bit float to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188
msgid "Normals : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189
msgid "Tangents : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190
msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191
msgid "UV : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192
msgid "UV2 : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193
msgid "Vertex weights : 32-bit float to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:203
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194
msgid "Armature bones : 32-bit float to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195
msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
msgid "Additional info:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198
msgid "UV2 = The second UV channel for detail textures and baked lightmap textures."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201
msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207
msgid "Ensure Tangents"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:209
msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:217
msgid "Meshes can be stored in separate files (resources) instead of built-in. This does not have much practical use unless one wants to build objects with them directly."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220
msgid "This option is provided to help those who prefer working directly with meshes instead of scenes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:224
msgid "Light Baking"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226
msgid "Whether or not the mesh is used in baked lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:237
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:228
msgid "**Disabled:** The mesh is not used in baked lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229
msgid "**Enable:** The mesh is used in baked lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:239
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230
msgid "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second UV layer for lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232
msgid "For more information on light baking see :ref:`doc_baked_lightmaps`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235
msgid "External Files"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:237
msgid "Generated meshes and materials can be optionally stored in a subdirectory with the name of the scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:250
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241
msgid "Animation options"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:252
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:243
msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender) can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:250
msgid "Import of animations is enabled by default."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253
msgid "FPS"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:264
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:255
msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in shaky animations."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:269
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:260
msgid "Filter Script"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262
msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265
msgid "The filter script is executed against each imported animation. The syntax consists of two types of statements, the first for choosing which animations to filter, and the second for filtering individual tracks within the matched animation. All name patterns are performed using a case insensitive expression match, using ``?`` and ``*`` wildcards (using ``String.matchn()`` under the hood)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:271
msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept. (@TODO this needs documentation)"
msgid "The script must start with an animation filter statement (as denoted by the line beginning with an ``@``). For example, if we would like to apply filters to all imported animations which have a name ending in ``\"_Loop\"``::"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281
msgid "Optimizer"
msgid "Similarly, additional patterns can be added to the same line, separated by commas. Here is a modified example to additionally *include* all animations with names that begin with ``\"Arm_Left\"``, but also *exclude* all animations which have names ending in ``\"Attack\"``::"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283
msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
msgid "Following the animation selection filter statement, we add track filtering patterns to indicate which animation tracks should be kept or discarded. If no track filter patterns are specified, then all tracks within the matched animations will be discarded!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:287
msgid "Clips"
msgid "It's important to note that track filter statements are applied in order for each track within the animation, this means that one line may include a track, a later rule can still discard it. Similarly, a track excluded by an early rule may then be re-included once again by a filter rule further down in the filter script."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289
msgid "It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
#: ../../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 ``\"Control\"``, unless they have ``\"Arm\"`` in their name::"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293
msgid "Scene inheritance"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:301
msgid "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:Arm_Left_Control\"`` would be retained."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295
msgid "In many cases, it may be desired to make modifications to the imported scene. By default, this is not possible because if the source asset changes (source ``.dae``, ``.gltf``, ``.obj`` file re-exported from 3D modelling app), Godot will re-import the whole scene."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304
msgid "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:298
msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:303
msgid "In inherited scenes, the only limitations for modifications are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305
msgid "Nodes can't be removed (but can be added anywhere)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:306
msgid "Sub-Resources can't be edited (save them externally as described above for this)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:308
msgid "Other than that, everything is allowed!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:311
msgid "Import hints"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:309
msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:"
msgid "Optimizer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315
msgid "Adding collision detection to objects"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316
msgid "Setting objects as navigation meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317
msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)"
msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319
msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:"
msgid "Clips"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324
msgid "Remove nodes (-noimp)"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:321
msgid "It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:326
msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:325
msgid "Scene inheritance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:327
msgid "In many cases, it may be desired to make modifications to the imported scene. By default, this is not possible because if the source asset changes (source ``.dae``, ``.gltf``, ``.obj`` file re-exported from 3D modelling app), Godot will re-import the whole scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:330
msgid "Create collisions (-col, -colonly, -convcolonly)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:332
msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh."
msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335
msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well."
msgid "In inherited scenes, the only limitations for modifications are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:337
msgid "Nodes can't be removed (but can be added anywhere)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338
msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated."
msgid "Sub-Resources can't be edited (save them externally as described above for this)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:342
msgid "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:340
msgid "Other than that, everything is allowed!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:344
msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343
msgid "Import hints"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345
msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:347
msgid "Adding collision detection to objects"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348
msgid "Setting objects as navigation meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349
msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351
msgid "Single arrow will create a :ref:`class_rayshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:352
msgid "Cube will create a :ref:`class_boxshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353
msgid "Image will create a :ref:`class_planeshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354
msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`"
msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356
msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
msgid "Remove nodes (-noimp)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:360
msgid "Create navigation (-navmesh)"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:358
msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362
msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed."
msgid "Create collisions (-col, -colonly, -convcolonly)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366
msgid "Create a VehicleBody (-vehicle)"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364
msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleBody <class_VehicleBody>` node."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:367
msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371
msgid "Create a VehicleWheel (-wheel)"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370
msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleWheel <class_VehicleWheel>` node."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:374
msgid "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:376
msgid "Rigid Body (-rigid)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:378
msgid "Creates a rigid body from this mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:381
msgid "Animation loop (-loop, -cycle)"
msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:383
msgid "Single arrow will create a :ref:`class_rayshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384
msgid "Cube will create a :ref:`class_boxshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:385
msgid "Image will create a :ref:`class_planeshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:386
msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:388
msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392
msgid "Create navigation (-navmesh)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394
msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398
msgid "Create a VehicleBody (-vehicle)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleBody <class_VehicleBody>` node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:403
msgid "Create a VehicleWheel (-wheel)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:405
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleWheel <class_VehicleWheel>` node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:408
msgid "Rigid Body (-rigid)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:410
msgid "Creates a rigid body from this mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413
msgid "Animation loop (-loop, -cycle)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:415
msgid "Animation clips in the COLLADA document that start or end with the token \"loop\" or \"cycle\" will be imported as a Godot Animation with the loop flag set. This is case-sensitive and does not require a hyphen."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:387
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:419
msgid "In Blender, this requires using the NLA Editor and naming the Action with the \"loop\" or \"cycle\" prefix or suffix."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

Some files were not shown because too many files have changed in this diff Show More