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Sync Sphinx and Weblate templates with current docs
This commit is contained in:
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docs
Submodule docs updated: cb68a0bd90...a7dce8ee1e
@@ -1,5 +1,5 @@
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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# This file is distributed under the same license as the Godot Engine package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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@@ -8,7 +8,7 @@ msgid ""
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msgstr ""
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||||
"Project-Id-Version: Godot Engine latest\n"
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"Report-Msgid-Bugs-To: \n"
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||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
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"POT-Creation-Date: 2020-02-08 22:29+0100\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@@ -1,5 +1,5 @@
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
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# This file is distributed under the same license as the Godot Engine package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
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||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@@ -203,238 +203,234 @@ msgid "What type of 3D model formats does Godot support?"
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msgstr ""
|
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|
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#: ../../docs/about/faq.rst:150
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msgid "Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax)."
|
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msgid "Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax). If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
|
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msgstr ""
|
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|
||||
#: ../../docs/about/faq.rst:152
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msgid "If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
|
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msgstr ""
|
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|
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#: ../../docs/about/faq.rst:154
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#: ../../docs/about/faq.rst:153
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msgid "As of Godot 3.0, glTF is supported."
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msgstr ""
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#: ../../docs/about/faq.rst:156
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msgid "FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_ provided by Godot. That being said, FBX support could still be provided by third parties as a plugin. (See Plugins question below.)"
|
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#: ../../docs/about/faq.rst:155
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msgid "FBX is supported via the Open Asset Import library. However, FBX is proprietary so we recommend using other formats listed above, if suitable for your workflow."
|
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msgstr ""
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#: ../../docs/about/faq.rst:162
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#: ../../docs/about/faq.rst:159
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msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?"
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msgstr ""
|
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|
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#: ../../docs/about/faq.rst:164
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#: ../../docs/about/faq.rst:161
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msgid "The aim of Godot is to create a free and open-source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:169
|
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#: ../../docs/about/faq.rst:166
|
||||
msgid "That said, because Godot is open-source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them--as either open- or closed-source."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:173
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#: ../../docs/about/faq.rst:170
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msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below."
|
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msgstr ""
|
||||
|
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#: ../../docs/about/faq.rst:176
|
||||
#: ../../docs/about/faq.rst:173
|
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msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open-source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:182
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#: ../../docs/about/faq.rst:179
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msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:184
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#: ../../docs/about/faq.rst:181
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msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:192
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#: ../../docs/about/faq.rst:189
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msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:196
|
||||
#: ../../docs/about/faq.rst:193
|
||||
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:204
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#: ../../docs/about/faq.rst:201
|
||||
msgid "Use the stretch options in Godot; 2D stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:208
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#: ../../docs/about/faq.rst:205
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msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:213
|
||||
#: ../../docs/about/faq.rst:210
|
||||
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:217
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#: ../../docs/about/faq.rst:214
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msgid "And that's it! Your game should work in multiple resolutions."
|
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msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:219
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||||
#: ../../docs/about/faq.rst:216
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||||
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:225
|
||||
#: ../../docs/about/faq.rst:222
|
||||
msgid "How can I extend Godot?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:227
|
||||
#: ../../docs/about/faq.rst:224
|
||||
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:231
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||||
#: ../../docs/about/faq.rst:228
|
||||
msgid "Also, see the official blog posts on these topics:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:233
|
||||
#: ../../docs/about/faq.rst:230
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||||
msgid "`A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:234
|
||||
#: ../../docs/about/faq.rst:231
|
||||
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:236
|
||||
#: ../../docs/about/faq.rst:233
|
||||
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:242
|
||||
#: ../../docs/about/faq.rst:239
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msgid "I would like to contribute! How can I get started?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:244
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||||
#: ../../docs/about/faq.rst:241
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||||
msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:247
|
||||
#: ../../docs/about/faq.rst:244
|
||||
msgid "The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_. Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:252
|
||||
#: ../../docs/about/faq.rst:249
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||||
msgid "I have a great idea for Godot. How can I share it?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:254
|
||||
#: ../../docs/about/faq.rst:251
|
||||
msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_, and conversations between Godot community members."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:263
|
||||
#: ../../docs/about/faq.rst:260
|
||||
msgid "Most developers in the Godot community will be more interested to learn about things like:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:266
|
||||
#: ../../docs/about/faq.rst:263
|
||||
msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:268
|
||||
#: ../../docs/about/faq.rst:265
|
||||
msgid "The features you would like to see implemented because you need them for your project."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:270
|
||||
#: ../../docs/about/faq.rst:267
|
||||
msgid "The concepts that were difficult to understand while learning the software."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:271
|
||||
#: ../../docs/about/faq.rst:268
|
||||
msgid "The parts of your workflow you would like to see optimized."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:272
|
||||
#: ../../docs/about/faq.rst:269
|
||||
msgid "Parts where you missed clear tutorials or where the documentation wasn't clear."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:274
|
||||
#: ../../docs/about/faq.rst:271
|
||||
msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:278
|
||||
#: ../../docs/about/faq.rst:275
|
||||
msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:284
|
||||
#: ../../docs/about/faq.rst:281
|
||||
msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:289
|
||||
#: ../../docs/about/faq.rst:286
|
||||
msgid "Why does Godot not use STL (Standard Template Library)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:291
|
||||
#: ../../docs/about/faq.rst:288
|
||||
msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:295
|
||||
#: ../../docs/about/faq.rst:292
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||||
msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:296
|
||||
#: ../../docs/about/faq.rst:293
|
||||
msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:297
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||||
#: ../../docs/about/faq.rst:294
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||||
msgid "Our containers have memory tracking built-in, which helps better track memory usage."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:298
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||||
#: ../../docs/about/faq.rst:295
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msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:299
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||||
#: ../../docs/about/faq.rst:296
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||||
msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:302
|
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#: ../../docs/about/faq.rst:299
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msgid "Why does Godot not use exceptions?"
|
||||
msgstr ""
|
||||
|
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#: ../../docs/about/faq.rst:304
|
||||
#: ../../docs/about/faq.rst:301
|
||||
msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:309
|
||||
#: ../../docs/about/faq.rst:306
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msgid "Additionally, exceptions significantly increase binary size for the executable."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:313
|
||||
#: ../../docs/about/faq.rst:310
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msgid "Why does Godot not enforce RTTI?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:315
|
||||
#: ../../docs/about/faq.rst:312
|
||||
msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:320
|
||||
#: ../../docs/about/faq.rst:317
|
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msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:322
|
||||
#: ../../docs/about/faq.rst:319
|
||||
msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as best as possible, we believe most users don't really need to be forced to use DoD practices."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:326
|
||||
#: ../../docs/about/faq.rst:323
|
||||
msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:333
|
||||
#: ../../docs/about/faq.rst:330
|
||||
msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:336
|
||||
#: ../../docs/about/faq.rst:333
|
||||
msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:341
|
||||
#: ../../docs/about/faq.rst:338
|
||||
msgid "How can I support Godot development or contribute?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:343
|
||||
#: ../../docs/about/faq.rst:340
|
||||
msgid "See :ref:`doc_ways_to_contribute`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:346
|
||||
#: ../../docs/about/faq.rst:343
|
||||
msgid "Who is working on Godot? How can I contact you?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:348
|
||||
#: ../../docs/about/faq.rst:345
|
||||
msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
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# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -64,47 +64,51 @@ msgstr ""
|
||||
msgid "The list of modules that can be disabled will appear, together with all build options. If you are working on a simple 2D game, you could disable a lot of them:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:62
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:61
|
||||
msgid "If this proves not to work for your use case, you should review the list of modules and see which ones you actually still need for your game (e.g. you might want to keep networking-related modules, regex support, or theora/webm to play videos)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:67
|
||||
msgid "Optimizing for size instead of speed"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:64
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:69
|
||||
msgid "Godot 3.1 onwards allows to compile using size optimizations. To enable this, just set the ``optimize`` flag to ``size``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:71
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:76
|
||||
msgid "Some platforms such as WebAssembly already use this mode by default."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:74
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:79
|
||||
msgid "Compiling with link-time optimization"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:76
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:81
|
||||
msgid "Enabling link-time optimization produces more efficient binaries, both in terms of performance and file size. It works by eliminating duplicate template functions and unused code. It can currently be used with the GCC and MSVC compilers:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:85
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:90
|
||||
msgid "Linking becomes much slower with this option, so it should be used only for release builds."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:89
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:94
|
||||
msgid "Stripping binaries"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:91
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:96
|
||||
msgid "If you build from source, remember to strip debug symbols from binaries:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:98
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:103
|
||||
msgid "Using UPX to compress binaries"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:100
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:105
|
||||
msgid "If you are targeting desktop platforms, the `UPX <https://upx.github.io/>`_ compressor can be used. This can reduce binary size considerably."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:104
|
||||
#: ../../docs/development/compiling/optimizing_for_size.rst:109
|
||||
msgid "However, keep in mind that some antivirus programs may detect UPX-packed binaries as a virus. Therefore, if you are releasing a commercial game, make sure to sign your binaries or use a platform that will distribute them."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -44,355 +44,355 @@ msgstr ""
|
||||
msgid "Here is a complete class example based on these guidelines:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:92
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:94
|
||||
msgid "Formatting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:95
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:97
|
||||
msgid "Encoding and special characters"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:97
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:99
|
||||
msgid "Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor default)*"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:98
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:100
|
||||
msgid "Use one line feed character at the end of each file. *(editor default)*"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:99
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:101
|
||||
msgid "Use **UTF-8** encoding without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`_. *(editor default)*"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:100
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:102
|
||||
msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:103
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:105
|
||||
msgid "Indentation"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:105
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107
|
||||
msgid "Each indent level should be one greater than the block containing it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:146
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:199
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:223
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:270
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:300
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:325
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:345
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:371
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:660
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:109
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:129
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:148
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:201
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:225
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:272
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:302
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:327
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:347
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:373
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:662
|
||||
msgid "**Good**:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:114
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:135
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:169
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:210
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:229
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:280
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:307
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:332
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:352
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:381
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:668
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:116
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:171
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:212
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:231
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:282
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:309
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:334
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:354
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:383
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:670
|
||||
msgid "**Bad**:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:124
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:126
|
||||
msgid "Use 2 indent levels to distinguish continuation lines from regular code blocks."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:143
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:145
|
||||
msgid "Exceptions to this rule are arrays, dictionaries, and enums. Use a single indentation level to distinguish continuation lines:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:193
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:195
|
||||
msgid "Trailing comma"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:195
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:197
|
||||
msgid "Use a trailing comma on the last line in arrays, dictionaries, and enums. This results in easier refactoring and better diffs in version control as the last line doesn't need to be modified when adding new elements."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:221
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:223
|
||||
msgid "Trailing commas are unnecessary in single-line lists, so don't add them in this case."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:236
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238
|
||||
msgid "Blank lines"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:240
|
||||
msgid "Surround functions and class definitions with two blank lines:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:253
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:255
|
||||
msgid "Use one blank line inside functions to separate logical sections."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:256
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:258
|
||||
msgid "Line length"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:258
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:260
|
||||
msgid "Keep individual lines of code under 100 characters."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:260
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:262
|
||||
msgid "If you can, try to keep lines under 80 characters. This helps to read the code on small displays and with two scripts opened side-by-side in an external text editor. For example, when looking at a differential revision."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:265
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:267
|
||||
msgid "One statement per line"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:267
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:269
|
||||
msgid "Never combine multiple statements on a single line. No, C programmers, not even with a single line conditional statement."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:288
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:290
|
||||
msgid "The only exception to that rule is the ternary operator:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:295
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:297
|
||||
msgid "Avoid unnecessary parentheses"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:297
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:299
|
||||
msgid "Avoid parentheses in expressions and conditional statements. Unless necessary for order of operations, they only reduce readability."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:315
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:317
|
||||
msgid "Boolean operators"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:317
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:319
|
||||
msgid "Prefer the plain English versions of boolean operators, as they are the most accessible:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:319
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:321
|
||||
msgid "Use ``and`` instead of ``&&``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:320
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:322
|
||||
msgid "Use ``or`` instead of ``||``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:322
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:324
|
||||
msgid "You may also use parentheses around boolean operators to clear any ambiguity. This can make long expressions easier to read."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:340
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:342
|
||||
msgid "Comment spacing"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:342
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:344
|
||||
msgid "Regular comments should start with a space, but not code that you comment out. This helps differentiate text comments from disabled code."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:361
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:363
|
||||
msgid "In the script editor, to toggle the selected code commented, press <kbd>Ctrl</kbd> <kbd>K</kbd>. This feature adds a single # sign at the start of the selected lines."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:366
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:368
|
||||
msgid "Whitespace"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:368
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:370
|
||||
msgid "Always use one space around operators and after commas. Also, avoid extra spaces in dictionary references and function calls."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:391
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:393
|
||||
msgid "Don't use spaces to align expressions vertically:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:400
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:402
|
||||
msgid "Quotes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:402
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:404
|
||||
msgid "Use double quotes unless single quotes make it possible to escape fewer characters in a given string. See the examples below:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:422
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:424
|
||||
msgid "Naming conventions"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:424
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:426
|
||||
msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent code."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:429
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:431
|
||||
msgid "Classes and nodes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:431
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:433
|
||||
msgid "Use PascalCase for class and node names:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:437
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:439
|
||||
msgid "Also use PascalCase when loading a class into a constant or a variable:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:444
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:446
|
||||
msgid "Functions and variables"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:446
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:448
|
||||
msgid "Use snake\\_case to name functions and variables:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:453
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:455
|
||||
msgid "Prepend a single underscore (\\_) to virtual methods functions the user must override, private functions, and private variables:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:462
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:464
|
||||
msgid "Signals"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:464
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:466
|
||||
msgid "Use the past tense to name signals:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:472
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:474
|
||||
msgid "Constants and enums"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:474
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:476
|
||||
msgid "Write constants with CONSTANT\\_CASE, that is to say in all caps with an underscore (\\_) to separate words:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:481
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:483
|
||||
msgid "Use PascalCase for enum *names* and CONSTANT\\_CASE for their members, as they are constants:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:495
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:497
|
||||
msgid "Code order"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:497
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:499
|
||||
msgid "This first section focuses on code order. For formatting, see :ref:`formatting`. For naming conventions, see :ref:`naming_conventions`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:500
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:502
|
||||
msgid "We suggest to organize GDScript code this way:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:523
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:525
|
||||
msgid "We optimized the order to make it easy to read the code from top to bottom, to help developers reading the code for the first time understand how it works, and to avoid errors linked to the order of variable declarations."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:527
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:529
|
||||
msgid "This code order follows four rules of thumb:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:529
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:531
|
||||
msgid "Properties and signals come first, followed by methods."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:530
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:532
|
||||
msgid "Public comes before private."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:531
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:533
|
||||
msgid "Virtual callbacks come before the class's interface."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:532
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:534
|
||||
msgid "The object's construction and initialization functions, ``_init`` and ``_ready``, come before functions that modify the object at runtime."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:537
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:539
|
||||
msgid "Class declaration"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:539
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:541
|
||||
msgid "If the code is meant to run in the editor, place the ``tool`` keyword on the first line of the script."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:542
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:544
|
||||
msgid "Follow with the `class_name` if necessary. You can turn a GDScript file into a global type in your project using this feature. For more information, see :ref:`doc_gdscript`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:546
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:548
|
||||
msgid "Then, add the `extends` keyword if the class extends a built-in type."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:548
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:550
|
||||
msgid "Following that, you should have the class's optional docstring as comments. You can use that to explain the role of your class to your teammates, how it works, and how other developers should use it, for example."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:560
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:562
|
||||
msgid "Signals and properties"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:562
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:564
|
||||
msgid "Write signal declarations, followed by properties, that is to say, member variables, after the docstring."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:565
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:567
|
||||
msgid "Enums should come after signals, as you can use them as export hints for other properties."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:568
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:570
|
||||
msgid "Then, write constants, exported variables, public, private, and onready variables, in that order."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:591
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:593
|
||||
msgid "The GDScript compiler evaluates onready variables right before the ``_ready`` callback. You can use that to cache node dependencies, that is to say, to get child nodes in the scene that your class relies on. This is what the example above shows."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:598
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:600
|
||||
msgid "Methods and static functions"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:600
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:602
|
||||
msgid "After the class's properties come the methods."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:602
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:604
|
||||
msgid "Start with the ``_init()`` callback method, that the engine will call upon creating the object in memory. Follow with the ``_ready()`` callback, that Godot calls when it adds a node to the scene tree."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:606
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:608
|
||||
msgid "These function should come first because they show how the object is initialized."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:609
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:611
|
||||
msgid "Other built-in virtual callbacks, like ``_unhandled_input()`` and ``_physics_process``, should come next. These control the object's main loop and interactions with the game engine."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:613
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:615
|
||||
msgid "The rest of the class's interface, public and private methods, come after that, in that order."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:650
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:652
|
||||
msgid "Static typing"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:652
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:654
|
||||
msgid "Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:655
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:657
|
||||
msgid "Type hints"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:657
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:659
|
||||
msgid "Place the colon right after the variable's name, without a space, and let the GDScript compiler infer the variable's type when possible."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:676
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:678
|
||||
msgid "When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:682
|
||||
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:684
|
||||
msgid "Add a space on either sides of the return type arrow when defining functions."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -64,187 +64,187 @@ msgstr ""
|
||||
msgid "Here is the full script for the player, with comments noting what we've changed:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:129
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:246
|
||||
msgid "Setting a main scene"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:131
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:248
|
||||
msgid "The main scene is the one that your game will start in. In *Project -> Project Settings -> Application -> Run*, set *Main Scene* to \"Main.tscn\" by clicking the folder icon and selecting it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:136
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:253
|
||||
msgid "Export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:138
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:255
|
||||
msgid "In order to export, you need to download the *export templates* from the http://godotengine.org/download. These templates are optimized versions of the engine without the editor pre-compiled for each platform . You can also download them in Godot by clicking on *Editor -> Manage Export Templates*:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:145
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:262
|
||||
msgid "In the window that appears, you can click \"Download\" to get the template version that matches your version of Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:150
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:267
|
||||
msgid "If you upgrade Godot, you must download templates that match the new version or your exported projects may not work correctly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:154
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:271
|
||||
msgid "Export presets"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:156
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:273
|
||||
msgid "Next, you can configure the export settings by clicking on *Project -> Export*."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:158
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:275
|
||||
msgid "Create a new export preset by clicking \"Add...\" and selecting a platform. You can make as many presets as you like with different settings."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:163
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:280
|
||||
msgid "At the bottom of the window are two buttons. \"Export PCK/ZIP\" only creates a packed version of your project's data. This doesn't include an executable so the project can't be run on its own."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:167
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:284
|
||||
msgid "The second button, \"Export Project\", creates a complete executable version of your game, such as an `.apk` for Android or an `.exe` for Windows."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:170
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:287
|
||||
msgid "In the \"Resources\" and \"Features\" tabs, you can customize how the game is exported for each platform. We can leave those settings alone for now."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:174
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:291
|
||||
msgid "Exporting by platform"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:176
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:293
|
||||
msgid "In this section, we'll walk through the process for each platform, including any additional software or requirements you'll need."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:180
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:297
|
||||
msgid "PC (Linux/macOS/Windows)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:182
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:299
|
||||
msgid "Exporting PC platforms works the same across the three supported operating systems. Open the export window and click \"Add..\" to create the preset(s) you want to make. Then click \"Export Project\" and choose a name and destination folder. Choose a location *outside* of your project folder."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:187
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:304
|
||||
msgid "Click \"Save\" and the engine will build the export files."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:189
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:306
|
||||
msgid "When exporting for macOS, if you export on a macOS computer, you'll end up with a `.dmg` file, while using Linux or Windows produces a `.zip`. In either case, the compressed file contains a macOS `.app` that you can double-click and run."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:194
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:311
|
||||
msgid "On Windows, if you want your exported executable to have a different icon than the default one, you need to change it manually. See: :ref:`doc_changing_application_icon_for_windows`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:199
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:316
|
||||
msgid "Android"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:201
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:318
|
||||
msgid "Mobile devices come with a wide variety of capabilities. In most cases, Godot's default settings will work, but mobile development is sometimes more art than science, and you may need to do some experimenting and searching for help in order to get everything working."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:207
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:324
|
||||
msgid "Before you can export your project for Android, you must download the following software:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:210
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:327
|
||||
msgid "Android SDK: https://developer.android.com/studio/"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:211
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:328
|
||||
msgid "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:213
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:330
|
||||
msgid "When you run Android Studio for the first time, click on *Configure -> SDK Manager* and install \"Android SDK Platform Tools\". This installs the `adb` command-line tool that Godot uses to communicate with your device."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:217
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:334
|
||||
msgid "Next, create a debug keystore by running the following command on your system's command line:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:224
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:341
|
||||
msgid "Click on *Editor -> Editor Settings* in Godot and select the *Export/Android* section. Here, you need to set the paths to the Android SDK applications on your system and the location of the keystore you just created."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:230
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:347
|
||||
msgid "Now you're ready to export. Click on *Project -> Export* and add a preset for Android (see above). Select the Android Presets and under *Options* go to *Screen* and set *Orientation* to \"Portrait\"."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:234
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:351
|
||||
msgid "Click the \"Export Project\" button and Godot will build an APK you can download on your device. To do this on the command line, use the following:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:241
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:358
|
||||
msgid "Your device may need to be in *developer mode*. Consult your device's documentation for details."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:244
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:361
|
||||
msgid "If your system supports it, connecting a compatible Android device will cause a \"One-click Deploy\" button to appear in Godot's playtest button area:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:249
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:366
|
||||
msgid "Clicking this button builds the APK and copies it onto your device in one step."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:252
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:369
|
||||
msgid "iOS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:254
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:371
|
||||
msgid "In order to build your game for iOS, you must have a computer running macOS with Xcode installed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:257
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:374
|
||||
msgid "Before exporting, there are some settings that you *must* complete for the project to export successfully. First, the \"App Store Team Id\", which you can find by logging in to your Apple developer account and looking in the \"Membership\" section."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:261
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:378
|
||||
msgid "You must also provide icons and splash screen images as shown below:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:265
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:382
|
||||
msgid "Click \"Export Project\" and select a destination folder."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:267
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:384
|
||||
msgid "Once you have successfully exported the project, you'll find the following folders and files have been created in your selected location:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:272
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:389
|
||||
msgid "You can now open the project in Xcode and build the project for iOS. Xcode build procedure is beyond the scope of this tutorial. See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for more information."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:278
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:395
|
||||
msgid "HTML5 (web)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:280
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:397
|
||||
msgid "Click \"Export Project\" on the HTML5 preset. We don't need to change any of the default settings."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:283
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:400
|
||||
msgid "When the export is complete, you'll have a folder containing the following files:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:288
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:405
|
||||
msgid "Viewing the `.html` file in your browser lets you play the game. However, you can't open the file directly, it needs to be served by a web server. If you don't have one set up on your computer, you can search online to find suggestions for your specific OS."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:293
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:410
|
||||
msgid "Point your browser at the URL where you've placed the html file. You may have to wait a few moments while the game loads before you see the start screen."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:298
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:415
|
||||
msgid "The console window beneath the game tells you if anything goes wrong. You can disable it by setting \"Export With Debug\" off when you export the project."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:301
|
||||
#: ../../docs/getting_started/step_by_step/exporting.rst:418
|
||||
msgid "While WASM is supported in all major browsers, it is still an emerging technology and you may find some things that don't work. Make sure you have updated your browser to the most recent version, and report any bugs you find at the `Godot Github repository <https://github.com/godotengine/godot/issues>`_."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -145,7 +145,7 @@ msgid "Modify the interface"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147
|
||||
msgid "Godot’s interface lives in a single window. You cannot split it across multiple screens although you can work with an external code editor like Atom or Visual Studio for instance."
|
||||
msgid "Godot’s interface lives in a single window. You cannot split it across multiple screens although you can work with an external code editor like Atom or Visual Studio Code for instance."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:152
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -281,7 +281,7 @@ msgid "Next, write a function which will be called when the button is pressed:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:255
|
||||
msgid "Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :ref:`Object.connect() <class_Object_method_connect>`."
|
||||
msgid "Finally, connect the button's \"pressed\" signal to ``_on_Button_pressed()`` by using :ref:`Object.connect() <class_Object_method_connect>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:271
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -441,327 +441,327 @@ msgid "The Main node will be spawning new mobs, and we want them to appear at a
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:676
|
||||
msgid "Select the middle one (\"Add Point\") and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure \"Snap to Grid\" is checked. This option can be found under the \"Snapping options\" button to the left of the \"Lock\" button, appearing as a series of three vertical dots."
|
||||
msgid "Select the middle one (\"Add Point\") and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure \"Use Grid Snap\" is selected. This option can be found to the left of the \"Lock\" button, appearing as a magnet next to some intersecting lines."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:684
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:683
|
||||
msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:687
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:686
|
||||
msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:690
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:689
|
||||
msgid "Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>` node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:696
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:695
|
||||
msgid "Main script"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:698
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:697
|
||||
msgid "Add a script to ``Main``. At the top of the script, we use ``export (PackedScene)`` to allow us to choose the Mob scene we want to instance."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:738
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:737
|
||||
msgid "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` property under the Script Variables of the ``Main`` node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:741
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:740
|
||||
msgid "Next, click on the Player and connect the ``hit`` signal. We want to make a new function named ``game_over``, which will handle what needs to happen when a game ends. Type \"game_over\" in the \"Method In Node\" box at the bottom of the \"Connecting Signal\" window. Add the following code, as well as a ``new_game`` function to set everything up for a new game:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:778
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:777
|
||||
msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``, ``ScoreTimer`` ,and ``MobTimer``) to the main script. ``StartTimer`` will start the other two timers. ``ScoreTimer`` will increment the score by 1."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:805
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:804
|
||||
msgid "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:811
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:810
|
||||
msgid "Note that a new instance must be added to the scene using ``add_child()``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:860
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:859
|
||||
msgid "In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:866
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:865
|
||||
msgid "HUD"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:867
|
||||
msgid "The final piece our game needs is a UI: an interface to display things like score, a \"game over\" message, and a restart button. Create a new scene, and add a :ref:`CanvasLayer <class_CanvasLayer>` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:874
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:873
|
||||
msgid "The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:877
|
||||
msgid "The HUD displays the following information:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:879
|
||||
msgid "Score, changed by ``ScoreTimer``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
|
||||
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:882
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
|
||||
msgid "A \"Start\" button to begin the game."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:884
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
|
||||
msgid "The basic node for UI elements is :ref:`Control <class_Control>`. To create our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:`Label <class_Label>` and :ref:`Button <class_Button>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:887
|
||||
msgid "Create the following as children of the ``HUD`` node:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:889
|
||||
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
|
||||
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
|
||||
msgid ":ref:`Button <class_Button>` named ``StartButton``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
|
||||
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:895
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
|
||||
msgid "Click on the ``ScoreLabel`` and type a number into the *Text* field in the Inspector. The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:901
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:900
|
||||
msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:905
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:904
|
||||
msgid "Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose \"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the font's ``Size``. A setting of ``64`` works well."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:911
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:910
|
||||
msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:918
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:917
|
||||
msgid "Arrange the nodes as shown below. Click the \"Layout\" button to set a Control node's layout:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:923
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:922
|
||||
msgid "You can drag the nodes to place them manually, or for more precise placement, use the following settings:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:927
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:926
|
||||
msgid "ScoreLabel"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
|
||||
msgid "*Text* : ``0``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:930
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
|
||||
msgid "*Layout* : \"Top Wide\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:938
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:930
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:937
|
||||
msgid "*Align* : \"Center\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:934
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:933
|
||||
msgid "MessageLabel"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
|
||||
msgid "*Text* : ``Dodge the Creeps!``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:937
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
|
||||
msgid "*Layout* : \"HCenter Wide\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:939
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:938
|
||||
msgid "*Autowrap* : \"On\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:942
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:941
|
||||
msgid "StartButton"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:944
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:943
|
||||
msgid "*Text* : ``Start``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:945
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:944
|
||||
msgid "*Layout* : \"Center Bottom\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:946
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:945
|
||||
msgid "*Margin* :"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:947
|
||||
msgid "Top: ``-200``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:949
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
|
||||
msgid "Bottom: ``-100``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:951
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:950
|
||||
msgid "Now add this script to ``HUD``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:970
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:969
|
||||
msgid "The ``start_game`` signal tells the ``Main`` node that the button has been pressed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:992
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:991
|
||||
msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\". On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot`` property to \"On\"."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1027
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1026
|
||||
msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and, after a brief pause, show the \"Start\" button."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1031
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1030
|
||||
msgid "When you need to pause for a brief time, an alternative to using a Timer node is to use the SceneTree's ``create_timer()`` function. This can be very useful to delay, such as in the above code, where we want to wait a little bit of time before showing the \"Start\" button."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1049
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1048
|
||||
msgid "This function is called by ``Main`` whenever the score changes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1051
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1050
|
||||
msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1078
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1077
|
||||
msgid "Connecting HUD to Main"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1080
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1079
|
||||
msgid "Now that we're done creating the ``HUD`` scene, save it and go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene, and place it at the bottom of the tree. The full tree should look like this, so make sure you didn't miss anything:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1087
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1086
|
||||
msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1090
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1089
|
||||
msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function of the Main node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1093
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1092
|
||||
msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1108
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1107
|
||||
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1119
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1118
|
||||
msgid "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync with the changing score:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1131
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1130
|
||||
msgid "Now you're ready to play! Click the \"Play the Project\" button. You will be asked to select a main scene, so choose ``Main.tscn``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1135
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1134
|
||||
msgid "Removing old creeps"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1137
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1136
|
||||
msgid "If you play until \"Game Over\" and then start a new game the creeps from the previous game are still on screen. It would be better if they all disappeared at the start of a new game."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1141
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1140
|
||||
msgid "We'll use the ``start_game`` signal that's already being emitted by the ``HUD`` node to remove the remaining creeps. We can't use the editor to connect the signal to the mobs in the way we need because there are no ``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead we'll use code."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1146
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1145
|
||||
msgid "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will delete the current node at the end of the current frame."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1162
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1161
|
||||
msgid "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` function, at the end."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1174
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1173
|
||||
msgid "This line tells the new Mob node (referenced by the ``mob`` variable) to respond to any ``start_game`` signal emitted by the ``HUD`` node by running its ``_on_start_game()`` function."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1179
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1178
|
||||
msgid "Finishing up"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1180
|
||||
msgid "We have now completed all the functionality for our game. Below are some remaining steps to add a bit more \"juice\" to improve the game experience. Feel free to expand the gameplay with your own ideas."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1186
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185
|
||||
msgid "Background"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1188
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1187
|
||||
msgid "The default gray background is not very appealing, so let's change its color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and drag the size of the ``ColorRect`` so that it covers the screen."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1195
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1194
|
||||
msgid "You could also add a background image, if you have one, by using a ``Sprite`` node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1199
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1198
|
||||
msgid "Sound effects"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1201
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1200
|
||||
msgid "Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1206
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1205
|
||||
msgid "Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1211
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1210
|
||||
msgid "To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1213
|
||||
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1217
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
|
||||
msgid "Keyboard Shortcut"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1218
|
||||
msgid "Since the game is played with keyboard controls, it would be convenient if we could also start the game by pressing a key on the keyboard. One way to do this is using the \"Shortcut\" property of the ``Button`` node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1223
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1222
|
||||
msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEvent\". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1231
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1230
|
||||
msgid "Now when the start button appears, you can either click it or press the spacebar to start the game."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1235
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1234
|
||||
msgid "Project files"
|
||||
msgstr ""
|
||||
|
||||
@@ -769,11 +769,11 @@ msgstr ""
|
||||
msgid "You can find a completed version of this project at these locations:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1238
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1237
|
||||
msgid "https://github.com/kidscancode/Godot3_dodge/releases"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1239
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1238
|
||||
msgid "https://github.com/godotengine/godot-demo-projects"
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -76,23 +76,23 @@ msgstr ""
|
||||
msgid "shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, ``add shader`` and ``mix shader``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:49
|
||||
msgid "If possible try to use PrincipledBSDF node with GGX distribution as the output shader node, it is the only one guarantee to be exactly correctly. Others are just based on approximation."
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:50
|
||||
msgid "If possible, try to use PrincipledBSDF node with GGX distribution as the output shader node, it is the only one guaranteed to be exactly correct. Others are just based on approximation."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:52
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:53
|
||||
msgid "Sometimes materials may not be valid for exporting (e.g. has some unsupported node) or it is using Blender Internal Engine, only the diffuse color and a few flags (e.g. unshaded) are exported and form a Spatial Material."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:58
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:59
|
||||
msgid "Generate external materials"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:60
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:61
|
||||
msgid "The default configuration of material exporting would keep all the materials internal to the ``escn`` file. There is an option which could enable generating external ``.material`` file when the ``escn`` file opens in Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:66
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:67
|
||||
msgid "``.material`` file can be assigned to any material slot to be a external resource."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
@@ -53,276 +53,324 @@ msgid "This option makes Godot be aware of when a texture (which is imported for
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:34
|
||||
msgid "Compression"
|
||||
msgid "Supported image formats"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:36
|
||||
msgid "Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed. Godot offers several compression methods, depending on the use case."
|
||||
msgid "Godot can import the following image formats:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:40
|
||||
msgid "Compress Mode"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:38
|
||||
msgid "BMP (``.bmp``)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:39
|
||||
msgid "DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they will be loaded directly. This can be used to achieve effects using custom mipmaps."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:42
|
||||
msgid "VRAM Compression: This is the most common compression mode for 3D assets. File on disk is reduced and video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though."
|
||||
msgid "OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:44
|
||||
msgid "Lossless Compression: This is the most common compression for 2D assets. It shows assets without any kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though."
|
||||
msgid "Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama skies)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:46
|
||||
msgid "Lossy Compression: For games with lots of large 2D assets, lossy compression can be a great choice. It has some artifacting, but less than VRAM and the file size is almost a tenth of Lossless."
|
||||
msgid "JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's limitations."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
|
||||
msgid "Uncompressed: Only useful for formats that can't be compressed (like, raw float)."
|
||||
msgid "PNG (``.png``) - Precision is limited to 8 bits per channel upon importing (no HDR images)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
|
||||
msgid "In this table, each of the four options are described together with their advantages and disadvantages ( |good| = Best, |bad| =Worst ):"
|
||||
msgid "Truevision Targa (``.tga``)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
|
||||
msgid "Uncompressed"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
|
||||
msgid "Compress Lossless (PNG)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
|
||||
msgid "Compress Lossy (WebP)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
|
||||
msgid "Compress VRAM"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:51
|
||||
msgid "SVG (``.svg``, ``.svgz``) - SVGs are rasterized using `NanoSVG <https://github.com/memononen/nanosvg>`__ when importing them. Support is limited; complex vectors may not render correctly. For complex vectors, rendering them to PNGs using Inkscape is often a better solution. This can be automated thanks to its `command-line interface <https://wiki.inkscape.org/wiki/index.php/Using_the_Command_Line#Export_files>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
|
||||
msgid "Description"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
|
||||
msgid "Stored as raw pixels"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
|
||||
msgid "Stored as PNG"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
|
||||
msgid "Stored as WebP"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
|
||||
msgid "Stored as S3TC/BC,PVRTC/ETC, depending on platform"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
|
||||
msgid "Size on Disk"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
|
||||
msgid "|bad| Large"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
|
||||
msgid "|regular| Small"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
|
||||
msgid "|good| Very Small"
|
||||
msgid "WebP (``.webp``)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
|
||||
msgid "Memory Usage"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
|
||||
msgid "|good| Small"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
|
||||
msgid "Performance"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
|
||||
msgid "|regular| Normal"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
|
||||
msgid "|good| Fast"
|
||||
msgid "If you've compiled the Godot editor from source with specific modules disabled, some formats may not be available."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
|
||||
msgid "Quality Loss"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
|
||||
msgid "|good| None"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
|
||||
msgid "|regular| Slight"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
|
||||
msgid "|bad| Moderate"
|
||||
msgid "Compression"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
|
||||
msgid "Load Time"
|
||||
msgid "Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed. Godot offers several compression methods, depending on the use case."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
|
||||
msgid "|bad| Slow"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:70
|
||||
msgid "Compress Mode"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:72
|
||||
msgid "**VRAM Compression:** This is the most common compression mode for 3D assets. Size on disk is reduced and video memory usage is also decreased considerably (usually by a factor between 4 and 6). This mode should be avoided for 2D as it exhibits noticeable artifacts."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:76
|
||||
msgid "HDR Mode"
|
||||
msgid "**Lossless Compression:** This is the most common compression mode for 2D assets. It shows assets without any kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM Compression, though. This is also the recommended setting for pixel art."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:78
|
||||
msgid "Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectangular panorama skies (the internet has plenty if you search for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:81
|
||||
msgid "If you want Godot to ensure full compatibility in terms of the kind of textures, enable the \"Force RGBE\" option."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:80
|
||||
msgid "**Lossy Compression:** This is a good choice for large 2D assets. It has some artifacts, but less than VRAM and the file size is several times lower compared to Lossless or Uncompressed. Video memory usage isn't decreased by this mode; it's the same as with Lossless Compression or Uncompressed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:84
|
||||
msgid "Normal Map"
|
||||
msgid "**Uncompressed:** Only useful for formats that can't be compressed (such as raw float images)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
|
||||
msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\", which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:87
|
||||
msgid "In this table, each of the four options are described together with their advantages and disadvantages (|good| = best, |bad| = worst):"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:91
|
||||
msgid "Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map to take this into account."
|
||||
msgid "Uncompressed"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:94
|
||||
msgid "Flags"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:91
|
||||
msgid "Compress Lossless (PNG)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:96
|
||||
msgid "There are plenty of settings that can be toggled when importing an image as a texture, depending on the use case."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:91
|
||||
msgid "Compress Lossy (WebP)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:91
|
||||
msgid "Compress VRAM"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
|
||||
msgid "Description"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
|
||||
msgid "Stored as raw pixels"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
|
||||
msgid "Stored as PNG"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
|
||||
msgid "Stored as WebP"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
|
||||
msgid "Stored as S3TC/BC or PVRTC/ETC depending on platform"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
|
||||
msgid "Size on Disk"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
|
||||
msgid "|bad| Large"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
|
||||
msgid "|regular| Small"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
|
||||
msgid "|good| Very Small"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
|
||||
msgid "Memory Usage"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
|
||||
msgid "|good| Small"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
|
||||
msgid "Repeat"
|
||||
msgid "Performance"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
|
||||
msgid "|regular| Normal"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
|
||||
msgid "|good| Fast"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:101
|
||||
msgid "This setting is most commonly used in 3D, and is therefore generally disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to \"loop\"."
|
||||
msgid "Quality Loss"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:101
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:101
|
||||
msgid "|good| None"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:101
|
||||
msgid "|regular| Slight"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:101
|
||||
msgid "|bad| Moderate"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
|
||||
msgid "Repeating can optionally be set to mirrored mode."
|
||||
msgid "Load Time"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:106
|
||||
msgid "Filter"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:108
|
||||
msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:111
|
||||
msgid "Mipmaps"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
|
||||
msgid "|bad| Slow"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:113
|
||||
msgid "When pixels become smaller than the screen, mipmaps kick in. This helps reduce the grainy effect when shrinking the textures. Keep in mind that, in older hardware (GLES2, mainly mobile), there are some requirements to use mipmaps:"
|
||||
msgid "HDR Mode"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:116
|
||||
msgid "Texture width and height must be powers of 2"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:115
|
||||
msgid "Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectangular panorama skies (the internet has plenty if you search for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:117
|
||||
msgid "Repeat must be enabled"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:119
|
||||
msgid "Keep in mind the above when making phone games and applications, want to aim for full compatibility, and need mipmaps."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:118
|
||||
msgid "If you want Godot to ensure full compatibility in terms of the kind of textures, enable the \"Force RGBE\" option."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:121
|
||||
msgid "When doing 3D, mipmap should be turned on, as this also improves performance (smaller versions of the texture are used for objects further away)."
|
||||
msgid "Normal Map"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:124
|
||||
msgid "Anisotropic"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:123
|
||||
msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\", which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:126
|
||||
msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:129
|
||||
msgid "SRGB"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:128
|
||||
msgid "Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map to take this into account."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:131
|
||||
msgid "Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct. When set to \"Detect\" mode, the texture will be marked as SRGB when used in albedo channels."
|
||||
msgid "Flags"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:135
|
||||
msgid "Process"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:133
|
||||
msgid "There are plenty of settings that can be toggled when importing an image as a texture, depending on the use case."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:137
|
||||
msgid "Some special processes can be applied to images when imported as textures."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:136
|
||||
msgid "Repeat"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:138
|
||||
msgid "This setting is most commonly used in 3D, and is therefore generally disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to \"loop\"."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:140
|
||||
msgid "Fix Alpha Border"
|
||||
msgid "Repeating can optionally be set to mirrored mode."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:142
|
||||
msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the like."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:143
|
||||
msgid "Filter"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:147
|
||||
msgid "It's a good idea to leave it on by default, unless specific values are needed."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:145
|
||||
msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:148
|
||||
msgid "Mipmaps"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:150
|
||||
msgid "Premultiplied Alpha"
|
||||
msgid "When pixels become smaller than the screen, mipmaps kick in. This helps reduce the grainy effect when shrinking the textures. Keep in mind that, in older hardware (GLES2, mainly mobile), there are some requirements to use mipmaps:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:152
|
||||
msgid "An alternative to fix darkened borders is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. Keep in mind that a material will need to be created that uses the PREMULT ALPHA blend mode on canvas items that need it."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:153
|
||||
msgid "Texture width and height must be powers of 2"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:154
|
||||
msgid "Repeat must be enabled"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:156
|
||||
msgid "HDR as sRGB"
|
||||
msgid "Keep in mind the above when making phone games and applications, want to aim for full compatibility, and need mipmaps."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:158
|
||||
msgid "A few HDR files are broken and contain sRGB color data. It is advised not to use them, but, in the worst-case scenario, toggling this option on will make them look right."
|
||||
msgid "When doing 3D, mipmap should be turned on, as this also improves performance (smaller versions of the texture are used for objects further away)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:161
|
||||
msgid "Invert Color"
|
||||
msgid "Anisotropic"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:163
|
||||
msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:166
|
||||
msgid "SRGB"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:168
|
||||
msgid "Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct. When set to \"Detect\" mode, the texture will be marked as SRGB when used in albedo channels."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:172
|
||||
msgid "Process"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:174
|
||||
msgid "Some special processes can be applied to images when imported as textures."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:177
|
||||
msgid "Fix Alpha Border"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:179
|
||||
msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the like."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:184
|
||||
msgid "It's a good idea to leave it on by default, unless specific values are needed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:187
|
||||
msgid "Premultiplied Alpha"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:189
|
||||
msgid "An alternative to fix darkened borders is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. Keep in mind that a material will need to be created that uses the PREMULT ALPHA blend mode on canvas items that need it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:193
|
||||
msgid "HDR as sRGB"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:195
|
||||
msgid "A few HDR files are broken and contain sRGB color data. It is advised not to use them, but, in the worst-case scenario, toggling this option on will make them look right."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:198
|
||||
msgid "Invert Color"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_images.rst:200
|
||||
msgid "Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2020-01-27 08:44+0100\n"
|
||||
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
|
||||
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Reference in New Issue
Block a user