Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2020-08-11 13:47:41 +02:00
parent 050164a943
commit fb68df6bee
325 changed files with 1912 additions and 1638 deletions

2
docs

Submodule docs updated: e74e37d65f...2c4db3ba10

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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"POT-Creation-Date: 2020-08-11 13:45+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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"Project-Id-Version: Godot Engine latest\n"
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-08-11 13:45+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
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@@ -32,91 +32,95 @@ msgstr ""
msgid "This tutorial aims to give an overview on different methods to create a smaller binary. Before continuing, it is recommended to read the previous tutorials on compiling Godot for each platform."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:21
#: ../../docs/development/compiling/optimizing_for_size.rst:22
msgid "You can use the online `Godot build options generator <https://godot-build-options-generator.github.io/>`__ to generate a ``custom.py`` file containing SCons options. You can then save this file and place it at the root of your Godot source directory."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:28
msgid "Disabling 3D"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:23
#: ../../docs/development/compiling/optimizing_for_size.rst:30
msgid "For 2D games, having the whole 3D engine available usually makes no sense. Because of this, there is a build flag to disable it:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:29
#: ../../docs/development/compiling/optimizing_for_size.rst:36
msgid "Tools must be disabled in order to use this flag, as the editor is not designed to operate without 3D support. Without it, the binary size can be reduced by about 15%."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:34
#: ../../docs/development/compiling/optimizing_for_size.rst:41
msgid "Disabling advanced GUI nodes"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:36
msgid "Most small games don't require complex GUI controls such as Tree, ItemList, TextEditor or GraphEdit. They can be disabled using a build flag:"
#: ../../docs/development/compiling/optimizing_for_size.rst:43
msgid "Most small games don't require complex GUI controls such as Tree, ItemList, TextEdit or GraphEdit. They can be disabled using a build flag:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:44
#: ../../docs/development/compiling/optimizing_for_size.rst:51
msgid "Disabling unwanted modules"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:46
#: ../../docs/development/compiling/optimizing_for_size.rst:53
msgid "A lot of Godot's functions are offered as modules. You can see a list of modules with the following command:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:53
#: ../../docs/development/compiling/optimizing_for_size.rst:60
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:61
#: ../../docs/development/compiling/optimizing_for_size.rst:68
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:66
#: ../../docs/development/compiling/optimizing_for_size.rst:73
msgid "Alternatively, you can supply a list of disabled modules by creating ``custom.py`` at the root of the source, with the contents similar to the following:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:110
#: ../../docs/development/compiling/optimizing_for_size.rst:117
msgid ":ref:`doc_overriding_build_options`."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:113
#: ../../docs/development/compiling/optimizing_for_size.rst:120
msgid "Optimizing for size instead of speed"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:115
#: ../../docs/development/compiling/optimizing_for_size.rst:122
msgid "Godot 3.1 onwards allows compiling using size optimizations (instead of speed). To enable this, set the ``optimize`` flag to ``size``:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:122
#: ../../docs/development/compiling/optimizing_for_size.rst:129
msgid "Some platforms such as WebAssembly already use this mode by default."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:125
#: ../../docs/development/compiling/optimizing_for_size.rst:132
msgid "Compiling with link-time optimization"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:127
#: ../../docs/development/compiling/optimizing_for_size.rst:134
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:136
#: ../../docs/development/compiling/optimizing_for_size.rst:143
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:140
#: ../../docs/development/compiling/optimizing_for_size.rst:147
msgid "Stripping binaries"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:142
#: ../../docs/development/compiling/optimizing_for_size.rst:149
msgid "If you build from source, remember to strip debug symbols from binaries:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:149
#: ../../docs/development/compiling/optimizing_for_size.rst:156
msgid "Using UPX to compress binaries"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:151
#: ../../docs/development/compiling/optimizing_for_size.rst:158
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:155
#: ../../docs/development/compiling/optimizing_for_size.rst:162
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 ""

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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -61,15 +61,15 @@ msgid "JetBrains Rider comes with bundled MSBuild, so nothing extra is required.
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
msgid "In Godot:"
msgid "In Godot's Editor Settings:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61
msgid "Mono External Editor to JetBrains Rider"
msgid "Set **Mono External Editor** to **JetBrains Rider**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62
msgid "Mono Build Tool to JetBrains Mono."
msgid "set **Mono Build Tool** to **JetBrains Mono**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
@@ -77,11 +77,11 @@ msgid "In Rider:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
msgid "Set ``MSBuild version`` to either bundled with Rider or .NET Core."
msgid "Set **MSBuild version** to either **Bundled with Rider** or **.NET Core**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
msgid "Install **Godot support** plugin."
msgid "Install the **Godot support** plugin."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:70
@@ -136,179 +136,187 @@ msgstr ""
msgid "JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:113
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:115
msgid "If you are using Visual Studio Code, ensure you download and install the `C# extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118
msgid "If you are using Visual Studio 2019, you must follow the instructions found in the \"Configure VS2019 for Debugging\" section below."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121
msgid "If you are using Visual Studio 2019, you must follow the instructions found in the `:ref:doc_c_sharp_configuring_vs_2019_for_debugging` section below."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126
msgid "Creating a C# script"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124
msgid "After you successfully set up C# for Godot, you should see the following option when selecting ``Attach script`` in the context menu of a node in your scene:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:128
msgid "After you successfully set up C# for Godot, you should see the following option when selecting **Attach Script** in the context menu of a node in your scene:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:133
msgid "Note that while some specifics change, most concepts work the same when using C# for scripting. If you're new to Godot, you may want to follow the tutorials on :ref:`doc_scripting` at this point. While some places in the documentation still lack C# examples, most concepts can be transferred easily from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142
msgid "When you create the first C# script, Godot initializes the C# project files for your Godot project. This includes generating a C# solution (``.sln``) and a project file (``.csproj``), as well as some utility files and folders (``.mono`` and ``Properties/AssemblyInfo.cs``). All of these but ``.mono`` are important and should be committed to your version control system. ``.mono`` can be safely added to the ignore list of your VCS. When troubleshooting, it can sometimes help to delete the ``.mono`` folder and let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:148
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:150
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154
msgid "Here's a blank C# script with some comments to demonstrate how it works."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:181
msgid "As you can see, functions normally in global scope in GDScript like Godot's ``print`` function are available in the ``GD`` class which is part of the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the class reference pages for :ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:184
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:188
msgid "Keep in mind that the class you wish to attach to your node should have the same name as the ``.cs`` file. Otherwise, you will get the following error and won't be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:194
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:192
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:196
msgid "The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. Where possible, fields and getters/setters have been converted to properties. In general, the C# Godot API strives to be as idiomatic as is reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:196
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:200
msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:199
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
msgid "You need to (re)build the project assemblies whenever you want to see new exported variables or signals in the editor. This build can be manually triggered by clicking the word **Mono** at the bottom of the editor window to reveal the Mono panel, then clicking the **Build Project** button."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:209
msgid "You will also need to rebuild the project assemblies to apply changes in \"tool\" scripts."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:213
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:201
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:215
msgid "As C# support is quite new in Godot, there are some growing pains and things that need to be ironed out. Below is a list of the most important issues you should be aware of when diving into C# in Godot, but if in doubt, also take a look over the official `issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:221
msgid "Writing editor plugins is possible, but it is currently quite convoluted."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:208
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:222
msgid "State is currently not saved and restored when hot-reloading, with the exception of exported variables."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:224
msgid "Attached C# scripts should refer to a class that has a class name that matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226
msgid "There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()`` and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API naming conventions. So when using e.g. ``CallDeferred(\"AddChild\")``, ``AddChild`` will not work because the API is expecting the original ``snake_case`` version ``add_child``. However, you can use any custom properties or methods without this limitation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:234
msgid "As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:225
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:239
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:241
msgid "According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, the performance of C# in Godot — while generally in the same order of magnitude — is roughly **~4×** that of GDScript in some naive cases. C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:235
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:237
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:251
msgid "`NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot, as with any C# project. Many IDEs are able to add packages directly. They can also be added manually by adding the package reference in the ``.csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:254
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268
msgid "By default, tools like NuGet put ``Version`` as an attribute of the ```PackageReference``` Node. **You must manually create a Version node as shown above.** This is because the version of MSBuild used requires this. (This will be fixed in Godot 4.0.)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:270
msgid "Whenever packages are added or modified, run ``nuget restore`` (*not* ``dotnet restore``) in the root of the project directory. To ensure that NuGet packages will be available for msbuild to use, run:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:279
msgid "Profiling your C# code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281
msgid "`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282
msgid "External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287
msgid "Configuring VS 2019 for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291
msgid "Godot has built-in support for workflows involving several popular C# IDEs. Built-in support for Visual Studio will be including in future versions, but in the meantime, the steps below can let you configure VS 2019 for use with Godot C# projects."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:280
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296
msgid "Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:297
msgid "**Ensure that you do not have Xamarin installed.** Do not choose the ``Mobile development with .NET`` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:298
msgid "Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/items?itemName=GordianDotNet.VSMonoDebugger0d62>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:283
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:299
msgid "In VS 2019 --> Extensions --> Mono --> Settings:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:285
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
msgid "Select ``Debug/Deploy to local Windows``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:286
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:302
msgid "Leave ``Local Deploy Path`` blank."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303
msgid "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304
msgid "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:306
msgid "Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:307
msgid "In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:294
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:310
msgid "Configuring Visual Studio Code for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:312
msgid "To configure debugging, open Visual Studio Code and download the Mono Debug extension from Microsoft and the Godot extension by Ignacio. Then open the Godot project folder in VS Code. Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown menu. Now, when you start the debugger in VS Code your Godot project will run."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -180,7 +180,7 @@ msgid "Use the ``[Signal]`` attribute to declare a signal instead of the GDScrip
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:124
msgid "See also: :ref:`c_sharp_signals`"
msgid "See also: :ref:`doc_c_sharp_signals`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -1483,7 +1483,7 @@ msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1314
msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call instance.free(). To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references."
msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call ``instance.free()``. To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1322

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -389,7 +389,7 @@ msgid "Start with the ``_init()`` callback method, that the engine will call upo
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:643
msgid "These function should come first because they show how the object is initialized."
msgid "These functions should come first because they show how the object is initialized."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:646

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -197,7 +197,7 @@ msgid "Typed or dynamic: stick to one style"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250
msgid "Typed GDScript and dynamic GDScript can coexist in the same project. But I recommended to stick to either style for consistency in your codebase, and for your peers. It's easier for everyone to work together if you follow the same guidelines, and faster to read and understand other people's code."
msgid "Typed GDScript and dynamic GDScript can coexist in the same project. But I recommend to stick to either style for consistency in your codebase, and for your peers. It's easier for everyone to work together if you follow the same guidelines, and faster to read and understand other people's code."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -24,155 +24,159 @@ msgstr ""
msgid "This tutorial will run you through Godot's interface. We're going to look at the **Project Manager, docks, workspaces** and everything you need to know to get started with the engine."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:10
msgid "You can `download Godot Engine here <https://godotengine.org/download/>`_."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
msgid "Project manager"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:15
msgid "When you launch Godot, the first window you'll see is the Project Manager. Since you have no projects there will be a popup asking if you want to open the asset library, just click cancel, we'll look at it later."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:19
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
msgid "Now you should see the project manager. It lets you create, remove, import or play game projects."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:24
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
msgid "In the top-right corner you'll find a drop-down menu to change the editor's language."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
msgid "From the **Templates** tab you can download open source project templates and demos from the Asset Library to help you get started faster. Just select the template or demo you want, click download, once it's finished downloading click install and choose where you want the project to go. You can learn more about it in :ref:`doc_what_is_assetlib`."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:38
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:40
msgid "Create or import a project"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:40
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:42
msgid "To create a new project, click the ``New Project`` button on the right. Here you give it a name, choose an empty folder on your computer to save it to, and choose a renderer."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:46
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:48
msgid "Click the Browse button to open Godot's file browser and pick a location or type the folder's path in the Project Path field."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:51
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:53
msgid "When you see the green tick on the right, it means the engine detects an empty folder. You can also click the ``Create Folder`` button next to your project name and an empty folder will be created with that name for the project."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:55
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:57
msgid "Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL ES 2.0). The advantages and disadvantages of each are listed to help you choose, and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note that you can change the backend from the project settings if you change your mind later on. For this tutorial either backend is fine."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
msgid "Once you are done click ``Create & Edit``. Godot will create the project for you and open it in the editor."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:64
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:66
msgid "The next time you open the project manager, you'll see your new project in the list. Double click on it to open it in the editor."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:69
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:71
msgid "You can import existing projects in a similar way, using the Import button. Locate the folder that contains the project or the ``project.godot`` file to import and edit it."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:75
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid "When the folder path is correct, you'll see a green checkmark."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
msgid "Your first look at Godot's editor"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:84
msgid "Welcome to Godot! With your project open, you should see the editor's interface with menus along the top of the interface and docks along the far extremes of the interface on either side of the viewport."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:88
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:90
msgid "At the top, from left to right, you can see the **main menus**, the **workspaces**, and the **playtest buttons**."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
msgid "The **FileSystem dock** is where you'll manage your project files and assets."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:95
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:97
msgid "The **Scene dock** lists the active scene's content and the **Inspector** allows for the management of the properties of a scene's content."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid "In the center, you have the **Toolbar** at the top, where you'll find tools to move, scale or lock your scene's objects. It changes as you jump to different workspaces."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:106
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:108
msgid "The **Bottom Panel** is the host for the debug console, the animation editor, the audio mixer… They are wide and can take precious space. That's why they're folded by default."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:113
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115
msgid "The workspaces"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:117
msgid "You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:118
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120
msgid "You'll use the **2D workspace** for all types of games. In addition to 2D games, the 2D workspace is where you'll build your interfaces. Press :kbd:`F1` (or :kbd:`Alt + 1` on macOS) to access it."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:124
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126
msgid "In the **3D workspace**, you can work with meshes, lights, and design levels for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:129
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131
msgid "Notice the perspective button under the toolbar, it opens a list of options related to the 3D viewport."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:134
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:136
msgid "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:136
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138
msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144
msgid "To search for information about a class, method, property, constant, or signal in the engine while you are writing a script, press the \"Search Help\" button at the top right of the Script workspace."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:148
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150
msgid "A new window will pop up. Search for the item that you want to find information about."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:153
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:155
msgid "Click on the item you are looking for and press open. The documentation for the item will be displayed in the script workspace."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:158
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:160
msgid "Finally, the **AssetLib** is a library of free and open source add-ons, scripts and assets to use in your projects."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:162
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:164
msgid "Modify the interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:164
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:166
msgid "Godot's interface lives in a single window. You cannot split it across multiple screens although you can work with an external code editor like Atom or Visual Studio Code for instance."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:169
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:171
msgid "Move and resize docks"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:171
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:173
msgid "Click and drag on the edge of any dock or panel to resize it horizontally or vertically."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:176
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:178
msgid "Click the three-dotted icon at the top of any dock to change its location."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:181
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:183
msgid "Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel of the editor."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -129,7 +129,7 @@ msgid "To do this we need to add a Label node. Press the \"Add Child Node\" butt
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:97
msgid "In an empty scene (without root node), the scene dock shows several options to quickly add a root node to the scene. \"2D Scene\" adds a Node2D node, \"3D Scene\" adds a Spatial node, \"User Interface\" adds a Control node, and \"Custom Node\" which lets you select any node (so it is equivalent to pressing the \"Add Child Node\" button). You can also press the star-shaped icon to toggle the display of your favorited nodes."
msgid "In an empty scene (without root node), the scene dock shows several options to quickly add a root node to the scene. \"2D Scene\" adds a Node2D node, \"3D Scene\" adds a Spatial node, \"User Interface\" adds a Control node, and \"Other Node\" which lets you select any node (so it is equivalent to pressing the \"Add Child Node\" button). You can also press the star-shaped icon to toggle the display of your favorited nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:105
@@ -137,7 +137,7 @@ msgid "Note that these presets are here for convenience and are not mandatory fo
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:110
msgid "Now, to add a label node to this scene you can click on the Custom Node button or the Add Node button at the top. In scenes that aren't empty you use the add node button to create every child node."
msgid "Now, to add a label node to this scene you can click on the Other Node button or the Add Node button at the top. In scenes that aren't empty you use the add node button to create every child node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:116

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -149,7 +149,7 @@ msgid "Writing a script that can access other nodes in the scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:100
msgid "Before continuing, please make sure to read the :ref:`GDScript<doc_gdscript>` reference. It's a language designed to be simple, and the reference is short, so it will not take more than a few minutes to get an overview of the concepts."
msgid "Before continuing, make sure to skim and bookmark the :ref:`GDScript<doc_gdscript>` reference. It's a language designed to be simple, and the reference is structured into sections to make it easier to get an overview of the concepts."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:105

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-30 19:14+0200\n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"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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