diff --git a/docs b/docs index 5123465942..5048872193 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit 51234659420f11e56ca0194f490108b05c4aabab +Subproject commit 5048872193ce0abdf106e0fba1e3113bf6e3016a diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index cd4b425bd1..2d9d9fa88a 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 14c29a2b61..289b3e52ef 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index d0e3addc21..38bc77baee 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 1a25e3e591..7d41e58bfb 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index f719714597..9e47b58071 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index c181db9573..1357d0a644 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 44c5c746ee..ab03a59a00 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 2e9b862c18..237ae4f7ee 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index 613aa9d34b..a15086c76e 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index b9a276545b..8ff031cc6e 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index 270bc9136c..ccaefe62bf 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index 8d66dc7f3a..7656a16676 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index c36341a7b8..4d4fc7974a 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_ 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 `_ for details." msgstr "" #: ../../docs/community/contributing/ways_to_contribute.rst:54 diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 07e5a1c90f..5a6fdfe835 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -100,6 +100,10 @@ msgstr "" msgid "`Code with Tom `_" msgstr "" +#: ../../docs/community/tutorials.rst:35 +msgid "`BornCG `_" +msgstr "" + #: ../../docs/community/tutorials.rst:38 msgid "Text tutorials" msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 165b8a57ef..16d6944a3b 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index 5c4ea5fd5e..a9b532deca 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index d7e4808620..c552033a11 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index 35e012263a..d528d9244f 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -41,102 +41,114 @@ msgid "`ANGLE source `__. 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 `__." 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 "" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index b75272a484..33c831d77e 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index daac233697..84ac7f704a 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -41,222 +41,226 @@ msgid "`Python 3.5+ (recommended) or Python 2.7+. `_ build system." +msgid "`SCons `_ build system. If using Visual Studio 2019, you *must* have SCons 3.1.1 or later." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:20 +#: ../../docs/development/compiling/compiling_for_windows.rst:21 msgid "*Optional* - `yasm `_ (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 `_ 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 `_ 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 `_. Downloading it (cloning) using `Git `_ 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 `_, 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 `_, 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 ```` 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 "" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index c879a7da03..97f98da0b5 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index d7cdad626d..78c8566496 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "```` 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..tools..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`." 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...``, 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...``, 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_``, where ```` 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.../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.../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.../Api``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:196 +#: ../../docs/development/compiling/compiling_with_mono.rst:205 msgid "``.app/Contents/Frameworks/GodotSharp/Api``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:198 +#: ../../docs/development/compiling/compiling_with_mono.rst:207 msgid "``.app/Contents/Frameworks/GodotSharp/Mono/lib``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:200 +#: ../../docs/development/compiling/compiling_with_mono.rst:209 msgid "``.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.../Tools``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:202 +#: ../../docs/development/compiling/compiling_with_mono.rst:211 msgid "``.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 `_. 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` 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 "" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index ecf35f5114..5568973616 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index c6a5f955bc..2f3aaa1c82 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index 6c12347a88..491b364a10 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index e7c2488a7e..120f7b48f6 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index e2ac124943..d586169b3a 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `__. 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 `__." 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 "" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index d8e0ae4b5a..30905133d4 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 9024541fd7..178f6a370c 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide.pot b/sphinx/templates/development/cpp/configuring_an_ide.pot index da834396dd..6498346782 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index 63d2b3fd60..14118dc684 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index d871a43a4e..36804bb67d 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index 319b167f39..0e2b9dc296 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 9b40cc8620..d5c96ef5fb 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index 30cc3338e6..0f41ab7189 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index a052842801..61e632535e 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index e56a55d6de..d3dddd598f 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 3f85d65fee..52b781f162 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 8fd56804e5..e68ee40f54 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 1e1b6d7804..c0fd7e7e7e 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot index b4c2076601..90d9ac214a 100644 --- a/sphinx/templates/development/editor/creating_icons.pot +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot index 443ea31e02..b23c5a07bd 100644 --- a/sphinx/templates/development/editor/index.pot +++ b/sphinx/templates/development/editor/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/introduction.pot b/sphinx/templates/development/editor/introduction.pot index d3c2956496..677f15c747 100644 --- a/sphinx/templates/development/editor/introduction.pot +++ b/sphinx/templates/development/editor/introduction.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 97194d6ec7..278e5ed1cc 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index 7f0ba615ce..d7e1df2ec7 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index 578e868c9a..d28c45bfa1 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` 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 ` 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 ``, ``--language ``" 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 ( being a two-letter code). See :ref:`doc_locales` for more details." +msgstr "" + +#: ../../docs/getting_started/editor/command_line_tutorial.rst:44 +msgid "``--path ``" +msgstr "" + +#: ../../docs/getting_started/editor/command_line_tutorial.rst:44 +msgid "Path to a project ( 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 ``" +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 ``" +msgstr "" + +#: ../../docs/getting_started/editor/command_line_tutorial.rst:50 +msgid "Render thread mode ('unsafe', 'safe', 'separate'). See :ref:`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
``" 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 (``[:]`` 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 ``" 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 ``" +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 x``" +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 ,``" +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
``" 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 (``:`` 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 ``" +msgstr "" + +#: ../../docs/getting_started/editor/command_line_tutorial.rst:104 +msgid "Simulate high CPU load (delay each frame by milliseconds)." +msgstr "" + +#: ../../docs/getting_started/editor/command_line_tutorial.rst:106 +msgid "``--time-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 ``" +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