Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2020-02-08 22:29:48 +01:00
parent b46378e4cf
commit fb46dff710
292 changed files with 1675 additions and 1569 deletions

2
docs

Submodule docs updated: cb68a0bd90...a7dce8ee1e

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@@ -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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@@ -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"
@@ -203,238 +203,234 @@ msgid "What type of 3D model formats does Godot support?"
msgstr ""
#: ../../docs/about/faq.rst:150
msgid "Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax)."
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>`_."
msgstr ""
#: ../../docs/about/faq.rst:152
msgid "If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
msgstr ""
#: ../../docs/about/faq.rst:154
#: ../../docs/about/faq.rst:153
msgid "As of Godot 3.0, glTF is supported."
msgstr ""
#: ../../docs/about/faq.rst:156
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.)"
#: ../../docs/about/faq.rst:155
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."
msgstr ""
#: ../../docs/about/faq.rst:162
#: ../../docs/about/faq.rst:159
msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:164
#: ../../docs/about/faq.rst:161
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."
msgstr ""
#: ../../docs/about/faq.rst:169
#: ../../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."
msgstr ""
#: ../../docs/about/faq.rst:173
#: ../../docs/about/faq.rst:170
msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below."
msgstr ""
#: ../../docs/about/faq.rst:176
#: ../../docs/about/faq.rst:173
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."
msgstr ""
#: ../../docs/about/faq.rst:182
#: ../../docs/about/faq.rst:179
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgstr ""
#: ../../docs/about/faq.rst:184
#: ../../docs/about/faq.rst:181
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."
msgstr ""
#: ../../docs/about/faq.rst:192
#: ../../docs/about/faq.rst:189
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."
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."
msgstr ""
#: ../../docs/about/faq.rst:204
#: ../../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."
msgstr ""
#: ../../docs/about/faq.rst:208
#: ../../docs/about/faq.rst:205
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."
msgstr ""
#: ../../docs/about/faq.rst:217
#: ../../docs/about/faq.rst:214
msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
#: ../../docs/about/faq.rst:219
#: ../../docs/about/faq.rst:216
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
#: ../../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
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
msgid "I would like to contribute! How can I get started?"
msgstr ""
#: ../../docs/about/faq.rst:244
#: ../../docs/about/faq.rst:241
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
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
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
#: ../../docs/about/faq.rst:294
msgid "Our containers have memory tracking built-in, which helps better track memory usage."
msgstr ""
#: ../../docs/about/faq.rst:298
#: ../../docs/about/faq.rst:295
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
#: ../../docs/about/faq.rst:296
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
#: ../../docs/about/faq.rst:299
msgid "Why does Godot not use exceptions?"
msgstr ""
#: ../../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
msgid "Additionally, exceptions significantly increase binary size for the executable."
msgstr ""
#: ../../docs/about/faq.rst:313
#: ../../docs/about/faq.rst:310
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
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 ""

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@@ -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.
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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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.
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@@ -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.
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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# SOME DESCRIPTIVE TITLE.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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"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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 ""

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 ""

View File

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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"
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View File

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# SOME DESCRIPTIVE TITLE.
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# 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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View File

@@ -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"
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"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -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"
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View File

@@ -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"
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View File

@@ -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"
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View File

@@ -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"
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View File

@@ -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"

View File

@@ -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 ""

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 "Godots 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 "Godots 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

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@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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

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@@ -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"

View File

@@ -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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@@ -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 ""

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@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 ""

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@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 ""

View File

@@ -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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