From fb68df6bee53f543ecf206d624d2260e453033b3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 11 Aug 2020 13:47:41 +0200 Subject: [PATCH] Sync Sphinx and Weblate templates with current docs --- docs | 2 +- sphinx/templates/about/docs_changelog.pot | 2 +- sphinx/templates/about/faq.pot | 2 +- sphinx/templates/about/index.pot | 2 +- sphinx/templates/about/introduction.pot | 2 +- sphinx/templates/about/list_of_features.pot | 2 +- sphinx/templates/about/release_policy.pot | 2 +- sphinx/templates/community/channels.pot | 2 +- ...best_practices_for_engine_contributors.pot | 2 +- .../contributing/bisecting_regressions.pot | 2 +- .../contributing/bug_triage_guidelines.pot | 2 +- .../contributing/code_style_guidelines.pot | 2 +- .../contributing/docs_writing_guidelines.pot | 2 +- .../contributing/documentation_guidelines.pot | 2 +- .../editor_and_docs_localization.pot | 2 +- .../community/contributing/index.pot | 2 +- .../community/contributing/pr_workflow.pot | 2 +- .../updating_the_class_reference.pot | 2 +- .../contributing/ways_to_contribute.pot | 2 +- sphinx/templates/community/tutorials.pot | 2 +- .../compiling/compiling_for_android.pot | 2 +- .../compiling/compiling_for_ios.pot | 2 +- .../compiling/compiling_for_osx.pot | 2 +- .../compiling/compiling_for_uwp.pot | 2 +- .../compiling/compiling_for_web.pot | 2 +- .../compiling/compiling_for_windows.pot | 2 +- .../compiling/compiling_for_x11.pot | 2 +- .../compiling/compiling_with_mono.pot | 2 +- .../compiling_with_script_encryption_key.pot | 2 +- .../cross-compiling_for_ios_on_linux.pot | 2 +- .../development/compiling/getting_source.pot | 2 +- .../templates/development/compiling/index.pot | 2 +- .../introduction_to_the_buildsystem.pot | 2 +- .../compiling/optimizing_for_size.pot | 52 +- .../cpp/binding_to_external_libraries.pot | 2 +- .../cpp/common_engine_methods_and_macros.pot | 2 +- .../cpp/configuring_an_ide/android_studio.pot | 2 +- .../cpp/configuring_an_ide/clion.pot | 2 +- .../cpp/configuring_an_ide/code_blocks.pot | 2 +- .../cpp/configuring_an_ide/index.pot | 2 +- .../cpp/configuring_an_ide/kdevelop.pot | 2 +- .../cpp/configuring_an_ide/qt_creator.pot | 2 +- .../cpp/configuring_an_ide/visual_studio.pot | 2 +- .../configuring_an_ide/visual_studio_code.pot | 2 +- .../cpp/configuring_an_ide/xcode.pot | 2 +- .../templates/development/cpp/core_types.pot | 2 +- .../development/cpp/custom_audiostreams.pot | 2 +- .../development/cpp/custom_godot_servers.pot | 2 +- .../development/cpp/custom_modules_in_cpp.pot | 2 +- .../cpp/custom_resource_format_loaders.pot | 2 +- sphinx/templates/development/cpp/index.pot | 2 +- .../cpp/inheritance_class_tree.pot | 2 +- .../cpp/introduction_to_godot_development.pot | 2 +- .../development/cpp/object_class.pot | 2 +- .../development/cpp/variant_class.pot | 2 +- .../development/editor/creating_icons.pot | 2 +- .../development/editor/editor_style_guide.pot | 2 +- sphinx/templates/development/editor/index.pot | 2 +- .../file_formats/gdscript_grammar.pot | 2 +- .../development/file_formats/index.pot | 2 +- .../development/file_formats/tscn.pot | 2 +- .../editor/command_line_tutorial.pot | 2 +- .../editor/default_key_mapping.pot | 2 +- .../editor/external_editor.pot | 2 +- .../getting_started/editor/index.pot | 2 +- .../getting_started/editor/unity_to_godot.pot | 2 +- .../scripting/c_sharp/c_sharp_basics.pot | 112 +- .../scripting/c_sharp/c_sharp_differences.pot | 4 +- .../scripting/c_sharp/c_sharp_features.pot | 2 +- .../scripting/c_sharp/c_sharp_style_guide.pot | 2 +- .../scripting/c_sharp/index.pot | 2 +- .../scripting/creating_script_templates.pot | 2 +- .../scripting/cross_language_scripting.pot | 2 +- .../scripting/gdscript/gdscript_advanced.pot | 2 +- .../scripting/gdscript/gdscript_basics.pot | 4 +- .../scripting/gdscript/gdscript_exports.pot | 2 +- .../gdscript/gdscript_format_string.pot | 2 +- .../gdscript/gdscript_styleguide.pot | 4 +- .../scripting/gdscript/index.pot | 2 +- .../scripting/gdscript/static_typing.pot | 4 +- .../scripting/gdscript/warning_system.pot | 2 +- .../getting_started/scripting/index.pot | 2 +- .../custom_visualscript_nodes.pot | 2 +- .../visual_script/getting_started.pot | 2 +- .../scripting/visual_script/index.pot | 2 +- .../visual_script/nodes_purposes.pot | 2 +- .../what_is_visual_scripting.pot | 2 +- .../step_by_step/animations.pot | 2 +- .../step_by_step/exporting.pot | 2 +- .../step_by_step/filesystem.pot | 2 +- .../step_by_step/godot_design_philosophy.pot | 2 +- .../getting_started/step_by_step/index.pot | 2 +- .../step_by_step/instancing.pot | 2 +- .../step_by_step/instancing_continued.pot | 2 +- .../intro_to_the_editor_interface.pot | 82 +- .../step_by_step/resources.pot | 2 +- .../step_by_step/scene_tree.pot | 2 +- .../step_by_step/scenes_and_nodes.pot | 6 +- .../step_by_step/scripting.pot | 4 +- .../step_by_step/scripting_continued.pot | 2 +- .../getting_started/step_by_step/signals.pot | 2 +- .../step_by_step/singletons_autoload.pot | 102 +- .../step_by_step/splash_screen.pot | 2 +- .../step_by_step/ui_code_a_life_bar.pot | 2 +- .../step_by_step/ui_game_user_interface.pot | 2 +- .../ui_introduction_to_the_ui_system.pot | 2 +- .../step_by_step/ui_main_menu.pot | 2 +- .../step_by_step/your_first_game.pot | 2 +- .../assets/escn_exporter/animation.pot | 2 +- .../workflow/assets/escn_exporter/index.pot | 2 +- .../workflow/assets/escn_exporter/lights.pot | 2 +- .../assets/escn_exporter/material.pot | 2 +- .../workflow/assets/escn_exporter/mesh.pot | 2 +- .../workflow/assets/escn_exporter/physics.pot | 2 +- .../assets/escn_exporter/skeleton.pot | 2 +- .../workflow/assets/import_process.pot | 2 +- .../assets/importing_audio_samples.pot | 2 +- .../workflow/assets/importing_images.pot | 2 +- .../workflow/assets/importing_scenes.pot | 350 ++-- .../assets/importing_translations.pot | 2 +- .../getting_started/workflow/assets/index.pot | 2 +- .../autoloads_versus_internal_nodes.pot | 2 +- .../best_practices/data_preferences.pot | 2 +- .../best_practices/godot_interfaces.pot | 2 +- .../best_practices/godot_notifications.pot | 2 +- .../workflow/best_practices/index.pot | 2 +- .../introduction_best_practices.pot | 2 +- .../best_practices/logic_preferences.pot | 2 +- .../best_practices/node_alternatives.pot | 2 +- .../best_practices/scene_organization.pot | 2 +- .../best_practices/scenes_versus_scripts.pot | 2 +- .../best_practices/what_are_godot_classes.pot | 2 +- .../workflow/export/android_custom_build.pot | 2 +- .../changing_application_icon_for_windows.pot | 2 +- .../workflow/export/exporting_for_android.pot | 2 +- .../exporting_for_dedicated_servers.pot | 44 +- .../workflow/export/exporting_for_ios.pot | 2 +- .../workflow/export/exporting_for_pc.pot | 2 +- .../workflow/export/exporting_for_uwp.pot | 2 +- .../workflow/export/exporting_for_web.pot | 4 +- .../workflow/export/exporting_pcks.pot | 2 +- .../workflow/export/exporting_projects.pot | 2 +- .../workflow/export/feature_tags.pot | 2 +- .../getting_started/workflow/export/index.pot | 2 +- .../workflow/export/one-click_deploy.pot | 2 +- .../getting_started/workflow/index.pot | 2 +- .../workflow/project_setup/index.pot | 2 +- .../project_setup/project_organization.pot | 2 +- .../project_setup/version_control_systems.pot | 2 +- sphinx/templates/index.pot | 2 +- .../tutorials/2d/2d_lights_and_shadows.pot | 2 +- sphinx/templates/tutorials/2d/2d_meshes.pot | 2 +- sphinx/templates/tutorials/2d/2d_movement.pot | 2 +- .../tutorials/2d/2d_sprite_animation.pot | 2 +- .../templates/tutorials/2d/2d_transforms.pot | 2 +- .../templates/tutorials/2d/canvas_layers.pot | 2 +- .../tutorials/2d/custom_drawing_in_2d.pot | 2 +- sphinx/templates/tutorials/2d/index.pot | 2 +- .../tutorials/2d/particle_systems_2d.pot | 2 +- .../templates/tutorials/2d/using_tilemaps.pot | 2 +- .../tutorials/3d/3d_rendering_limitations.pot | 2 +- .../tutorials/3d/baked_lightmaps.pot | 2 +- sphinx/templates/tutorials/3d/csg_tools.pot | 2 +- .../3d/environment_and_post_processing.pot | 2 +- .../tutorials/3d/fps_tutorial/index.pot | 2 +- .../tutorials/3d/fps_tutorial/part_five.pot | 194 +-- .../tutorials/3d/fps_tutorial/part_four.pot | 2 +- .../tutorials/3d/fps_tutorial/part_one.pot | 2 +- .../tutorials/3d/fps_tutorial/part_six.pot | 2 +- .../tutorials/3d/fps_tutorial/part_three.pot | 2 +- .../tutorials/3d/fps_tutorial/part_two.pot | 2 +- sphinx/templates/tutorials/3d/gi_probes.pot | 2 +- .../tutorials/3d/high_dynamic_range.pot | 2 +- sphinx/templates/tutorials/3d/index.pot | 2 +- .../tutorials/3d/introduction_to_3d.pot | 2 +- .../tutorials/3d/lights_and_shadows.pot | 4 +- .../tutorials/3d/reflection_probes.pot | 2 +- .../tutorials/3d/spatial_material.pot | 2 +- .../templates/tutorials/3d/using_gridmaps.pot | 2 +- .../3d/using_multi_mesh_instance.pot | 2 +- .../tutorials/3d/using_transforms.pot | 2 +- .../animating_thousands_of_fish.pot | 2 +- .../controlling_thousands_of_fish.pot | 2 +- .../tutorials/3d/vertex_animation/index.pot | 2 +- .../tutorials/animation/2d_skeletons.pot | 2 +- .../tutorials/animation/animation_tree.pot | 2 +- .../tutorials/animation/cutout_animation.pot | 2 +- .../templates/tutorials/animation/index.pot | 2 +- .../tutorials/animation/introduction_2d.pot | 2 +- sphinx/templates/tutorials/assetlib/index.pot | 2 +- .../assetlib/uploading_to_assetlib.pot | 2 +- .../tutorials/assetlib/using_assetlib.pot | 2 +- .../tutorials/assetlib/what_is_assetlib.pot | 2 +- .../templates/tutorials/audio/audio_buses.pot | 2 +- .../tutorials/audio/audio_streams.pot | 2 +- sphinx/templates/tutorials/audio/index.pot | 2 +- .../audio/recording_with_microphone.pot | 2 +- .../tutorials/audio/sync_with_audio.pot | 2 +- sphinx/templates/tutorials/content/index.pot | 2 +- .../tutorials/content/making_trees.pot | 2 +- .../content/procedural_geometry/arraymesh.pot | 2 +- .../procedural_geometry/immediategeometry.pot | 2 +- .../content/procedural_geometry/index.pot | 2 +- .../procedural_geometry/meshdatatool.pot | 2 +- .../procedural_geometry/surfacetool.pot | 2 +- .../tutorials/debug/debugger_panel.pot | 2 +- sphinx/templates/tutorials/debug/index.pot | 2 +- .../debug/overview_of_debugging_tools.pot | 2 +- .../tutorials/gui/bbcode_in_richtextlabel.pot | 2 +- .../tutorials/gui/custom_gui_controls.pot | 2 +- .../tutorials/gui/gui_containers.pot | 2 +- .../templates/tutorials/gui/gui_skinning.pot | 2 +- sphinx/templates/tutorials/gui/index.pot | 2 +- .../tutorials/gui/size_and_anchors.pot | 2 +- sphinx/templates/tutorials/i18n/index.pot | 2 +- .../i18n/internationalizing_games.pot | 2 +- sphinx/templates/tutorials/i18n/locales.pot | 2 +- .../i18n/localization_using_gettext.pot | 2 +- .../tutorials/inputs/custom_mouse_cursor.pot | 2 +- sphinx/templates/tutorials/inputs/index.pot | 2 +- .../tutorials/inputs/input_examples.pot | 2 +- .../templates/tutorials/inputs/inputevent.pot | 2 +- .../inputs/mouse_and_input_coordinates.pot | 2 +- .../tutorials/io/background_loading.pot | 2 +- sphinx/templates/tutorials/io/data_paths.pot | 2 +- .../tutorials/io/encrypting_save_games.pot | 2 +- sphinx/templates/tutorials/io/index.pot | 2 +- .../templates/tutorials/io/saving_games.pot | 2 +- .../legal/complying_with_licenses.pot | 2 +- sphinx/templates/tutorials/legal/index.pot | 2 +- .../tutorials/math/beziers_and_curves.pot | 2 +- sphinx/templates/tutorials/math/index.pot | 2 +- .../tutorials/math/interpolation.pot | 2 +- .../math/matrices_and_transforms.pot | 2 +- .../templates/tutorials/math/vector_math.pot | 2 +- .../tutorials/math/vectors_advanced.pot | 2 +- .../misc/binary_serialization_api.pot | 2 +- .../tutorials/misc/change_scenes_manually.pot | 2 +- .../misc/gles2_gles3_differences.pot | 2 +- .../tutorials/misc/handling_quit_requests.pot | 2 +- sphinx/templates/tutorials/misc/index.pot | 2 +- .../misc/instancing_with_signals.pot | 2 +- .../tutorials/misc/jitter_stutter.pot | 4 +- .../tutorials/misc/pausing_games.pot | 2 +- .../misc/running_code_in_the_editor.pot | 2 +- .../tutorials/misc/state_design_pattern.pot | 2 +- .../networking/high_level_multiplayer.pot | 82 +- .../networking/http_client_class.pot | 2 +- .../networking/http_request_class.pot | 2 +- .../templates/tutorials/networking/index.pot | 2 +- .../tutorials/networking/ssl_certificates.pot | 2 +- .../templates/tutorials/networking/webrtc.pot | 2 +- .../tutorials/networking/websocket.pot | 2 +- .../tutorials/optimization/batching.pot | 2 +- .../optimization/cpu_optimization.pot | 2 +- .../optimization/general_optimization.pot | 136 +- .../optimization/gpu_optimization.pot | 2 +- .../tutorials/optimization/index.pot | 2 +- .../optimizing_3d_performance.pot | 2 +- .../optimization/using_multimesh.pot | 2 +- .../tutorials/optimization/using_servers.pot | 2 +- sphinx/templates/tutorials/physics/index.pot | 2 +- .../physics/kinematic_character_2d.pot | 2 +- .../physics/physics_introduction.pot | 214 +-- .../tutorials/physics/ragdoll_system.pot | 4 +- .../tutorials/physics/ray-casting.pot | 16 +- .../tutorials/physics/rigid_body.pot | 2 +- .../templates/tutorials/physics/soft_body.pot | 2 +- .../tutorials/physics/using_area_2d.pot | 2 +- .../physics/using_kinematic_body_2d.pot | 2 +- .../platform/android_in_app_purchases.pot | 2 +- .../templates/tutorials/platform/consoles.pot | 2 +- .../platform/customizing_html5_shell.pot | 2 +- .../platform/html5_shell_classref.pot | 2 +- sphinx/templates/tutorials/platform/index.pot | 2 +- .../tutorials/platform/platform_html5.pot | 2 +- .../tutorials/platform/services_for_ios.pot | 2 +- .../plugins/android/android_plugin.pot | 2 +- .../tutorials/plugins/android/index.pot | 2 +- .../plugins/editor/import_plugins.pot | 2 +- .../tutorials/plugins/editor/index.pot | 2 +- .../plugins/editor/inspector_plugins.pot | 2 +- .../plugins/editor/installing_plugins.pot | 2 +- .../editor/making_main_screen_plugins.pot | 2 +- .../plugins/editor/making_plugins.pot | 2 +- .../plugins/editor/spatial_gizmos.pot | 2 +- .../plugins/editor/visual_shader_plugins.pot | 2 +- .../plugins/gdnative/gdnative-c-example.pot | 2 +- .../plugins/gdnative/gdnative-cpp-example.pot | 2 +- .../tutorials/plugins/gdnative/index.pot | 2 +- sphinx/templates/tutorials/plugins/index.pot | 2 +- .../shading/advanced_postprocessing.pot | 2 +- .../godot_shader_language_style_guide.pot | 2 +- sphinx/templates/tutorials/shading/index.pot | 2 +- .../intro_to_shaders_water_workshop.pot | 2 +- .../migrating_to_godot_shader_language.pot | 2 +- .../shading/screen-reading_shaders.pot | 2 +- .../tutorials/shading/shader_materials.pot | 2 +- .../shading_reference/canvas_item_shader.pot | 2 +- .../shading/shading_reference/index.pot | 2 +- .../shading_reference/particle_shader.pot | 2 +- .../shading/shading_reference/shaders.pot | 2 +- .../shading_reference/shading_language.pot | 2 +- .../shading_reference/spatial_shader.pot | 2 +- .../tutorials/shading/visual_shaders.pot | 2 +- .../shading/your_first_shader/index.pot | 2 +- .../your_first_shader/what_are_shaders.pot | 2 +- .../your_first_canvasitem_shader.pot | 2 +- .../your_first_spatial_shader.pot | 2 +- .../your_second_spatial_shader.pot | 2 +- sphinx/templates/tutorials/threads/index.pot | 2 +- .../tutorials/threads/thread_safe_apis.pot | 2 +- .../threads/using_multiple_threads.pot | 2 +- .../viewports/custom_postprocessing.pot | 2 +- .../templates/tutorials/viewports/index.pot | 2 +- .../viewports/multiple_resolutions.pot | 2 +- .../viewports/using_viewport_as_texture.pot | 2 +- .../tutorials/viewports/viewports.pot | 2 +- .../vr/developing_for_oculus_quest.pot | 2 +- sphinx/templates/tutorials/vr/index.pot | 2 +- sphinx/templates/tutorials/vr/vr_primer.pot | 2 +- .../vr/vr_starter_tutorial/index.pot | 2 +- .../vr_starter_tutorial_part_one.pot | 2 +- .../vr_starter_tutorial_part_two.pot | 2 +- weblate/docs/docs.pot | 1518 +++++++++-------- 325 files changed, 1912 insertions(+), 1638 deletions(-) diff --git a/docs b/docs index e74e37d65f..2c4db3ba10 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit e74e37d65f5d17e2607a006a8430e179d9f6e96d +Subproject commit 2c4db3ba103d323c94ad99e447ad285215cabdd5 diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 421807a097..540112e141 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 5680189263..28f1fecc3c 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index dd9694f196..2078d49559 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 09bce05ed1..da1b9b8345 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/list_of_features.pot b/sphinx/templates/about/list_of_features.pot index c3f89470f3..23934ae85a 100644 --- a/sphinx/templates/about/list_of_features.pot +++ b/sphinx/templates/about/list_of_features.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/release_policy.pot b/sphinx/templates/about/release_policy.pot index 99928eb80a..11b3735339 100644 --- a/sphinx/templates/about/release_policy.pot +++ b/sphinx/templates/about/release_policy.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 23b53ccd84..022e33e96d 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot index dfd2c58d08..f3a994809c 100644 --- a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bisecting_regressions.pot b/sphinx/templates/community/contributing/bisecting_regressions.pot index 65e99383a6..cb7b1f58d4 100644 --- a/sphinx/templates/community/contributing/bisecting_regressions.pot +++ b/sphinx/templates/community/contributing/bisecting_regressions.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index b32669c750..00939ed2d5 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 8c124557e3..625f65c19a 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index c0dac0355d..624d5ee3d7 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index 6c85126e82..cfa5995e71 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/editor_and_docs_localization.pot b/sphinx/templates/community/contributing/editor_and_docs_localization.pot index abe7e53921..ad5f8719a3 100644 --- a/sphinx/templates/community/contributing/editor_and_docs_localization.pot +++ b/sphinx/templates/community/contributing/editor_and_docs_localization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 87e148e7b9..4d1d479366 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index d7fe76ae31..5f1c4c5289 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index 6ef82756d8..e84386ba7a 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index b23c9ea012..57e39d9732 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 8947697e17..f59c6a6ac8 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index b9b7793aa7..7200e07b69 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index e276c6a4fb..f2c556bd65 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index 4f2e3bc89a..828fc2dfee 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index ecb6c9a664..9203bc1bb5 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index 5bd0b48d4d..cbd0dde79e 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index 476d053700..232fb8e8bd 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index 507557969c..43f26801b3 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index 8b96e78ae5..898c2f54a0 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index f8612b643d..ca93933ed7 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index 25e69ba6a6..79d971ccfc 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index 28dcb70ed8..f86a11a859 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index 64c2c3ab06..0dba7a65f5 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index de118f11c4..3934ee5fd5 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index a439d805c5..8b297f99fa 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" @@ -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 `__ 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 `_ 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 "" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 43924bd7cd..fc303642ce 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot index 7cb809c168..20c7343f73 100644 --- a/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot +++ b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot index d4cb1ac8b7..14301c5d22 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot index 47885cf8f0..b212adc5e1 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot index aa4d4412b8..a714142976 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/index.pot b/sphinx/templates/development/cpp/configuring_an_ide/index.pot index cff0b7204e..6aba5e2ad9 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/index.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot index f2cdbfd07d..7c41db589f 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot index cfb5aa363e..3fee4be7eb 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot index 042232ecfb..4bff5720fc 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot index 47a347c135..786df49bb4 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot index 5ad98411a5..8623b58eea 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index 9c39a2af26..35348323f0 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index 582588f5d4..b5eabac1bb 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index d309e97bc1..e2ecd039bc 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 684cdc0aa5..489ee5a9b0 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index b2004d902b..8cf8bcd480 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index 2ea14a0b63..2de3541383 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index e1ea2c1c46..4772aa2675 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index ba072e0c89..4ed396402c 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 4c5b4fa0c0..f1fab6834f 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 7ed022c2cc..c628b67736 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot index 6d22595095..443c45bb4e 100644 --- a/sphinx/templates/development/editor/creating_icons.pot +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/editor_style_guide.pot b/sphinx/templates/development/editor/editor_style_guide.pot index 47520dbb9a..5665b61876 100644 --- a/sphinx/templates/development/editor/editor_style_guide.pot +++ b/sphinx/templates/development/editor/editor_style_guide.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot index 7828d930d8..9692765acf 100644 --- a/sphinx/templates/development/editor/index.pot +++ b/sphinx/templates/development/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/gdscript_grammar.pot b/sphinx/templates/development/file_formats/gdscript_grammar.pot index 114aba4f8c..2bc5d4f3d9 100644 --- a/sphinx/templates/development/file_formats/gdscript_grammar.pot +++ b/sphinx/templates/development/file_formats/gdscript_grammar.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 91d35f4de2..277a735dab 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index d84a044bd5..c0436ab468 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index e9770432eb..e3703dc8f6 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/default_key_mapping.pot b/sphinx/templates/getting_started/editor/default_key_mapping.pot index e5273e2c93..49b81d11b9 100644 --- a/sphinx/templates/getting_started/editor/default_key_mapping.pot +++ b/sphinx/templates/getting_started/editor/default_key_mapping.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index a029cdfcdd..05cdb1b48f 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 56d834b31f..5e4af27039 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index acc748fcc6..9cdef9cef0 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index 72ba64b95c..fe7482318c 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_ 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 ` and :ref:`@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 `_." 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 `_, 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 `_ 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 `_ 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 `_ can be used as described `here `_." 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 `_." 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 `_ 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 "" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index 7b7e4b0695..a6ac3abc19 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index 362d8656d8..06107126cc 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index 3be860ba44..2449560fc0 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index 4a746e54df..6d7377cac0 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/creating_script_templates.pot b/sphinx/templates/getting_started/scripting/creating_script_templates.pot index 0ab58806ac..20548ca3b1 100644 --- a/sphinx/templates/getting_started/scripting/creating_script_templates.pot +++ b/sphinx/templates/getting_started/scripting/creating_script_templates.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot index 4c32f61e67..e3510713bf 100644 --- a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot +++ b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index 53b36c066a..b035cebed9 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index e0bc209e59..b11f9f3393 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot index 54c83adbe0..038d27490a 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index 297884be3c..89b5b07bdb 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 676d4542a4..8f1e3df75b 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index c4fecafc40..cc9636d3d1 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index da31acb3af..d4363fd5d5 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot index d1c6a68406..d3325ccb09 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index f3638a173c..e99e2c6ac3 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot index f16f44e2a6..d0f8cea79b 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index eac4f00a55..573aa7b1df 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index 64a9d5a213..af38216722 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index b177893977..a92edb053b 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index 3c2757a6da..f94141e51d 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index b78d0c2004..3ba0de6c67 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index bc8a9c52e3..6d2485a8d5 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index 5787d312ca..e664893ccd 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index b6863d8ccc..75376a73aa 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 861eadc1c7..7cacba0286 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index 4e04ffb4ca..52b133df27 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index 41daaee602..9d79f44693 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index 21e0419302..c22f26c81c 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_." 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 "" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index a72ecd3ec1..36248848f0 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index 7b6d829ff0..ede5435dde 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index 6c4ca3097b..8c2544006d 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index 6e07c5c393..20f7b483ea 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -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 \n" "Language-Team: LANGUAGE \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` 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` 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 diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index cc274e4e65..323557e4cf 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 2391a632d5..8b23463f7d 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index 4def7b9313..4689e49134 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -41,7 +41,7 @@ msgid "Information can be stored to disk in ``user://`` and then loaded by scene msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:23 -msgid "The `Singleton Pattern `_ is a useful tool for solving the common use case where you need to store persistent information between scenes. In our case it is possible re-use the same scene or class for multiple singletons, so long as they have different names." +msgid "The `Singleton pattern `_ is a useful tool for solving the common use case where you need to store persistent information between scenes. In our case, it's possible to reuse the same scene or class for multiple singletons as long as they have different names." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29 @@ -49,110 +49,122 @@ msgid "Using this concept, you can create objects that:" msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:31 -msgid "Are always loaded, no matter which scene is currently running" +msgid "Are always loaded, no matter which scene is currently running." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32 -msgid "Can store global variables, such as player information" +msgid "Can store global variables such as player information." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:33 -msgid "Can handle switching scenes and between-scene transitions" +msgid "Can handle switching scenes and between-scene transitions." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:34 -msgid "Act like a singleton, since GDScript does not support global variables by design" +msgid "*Act* like a singleton, since GDScript does not support global variables by design." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:36 msgid "Autoloading nodes and scripts can give us these characteristics." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:39 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:40 +msgid "Godot won't make an AutoLoad a \"true\" singleton as per the singleton design pattern. It may still be instanced more than once by the user if desired." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:44 msgid "AutoLoad" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:41 -msgid "You can use AutoLoad to load a scene or a script that inherits from :ref:`Node `. Note: when autoloading a script, a Node will be created and the script will be attached to it. This node will be added to the root viewport before any other scenes are loaded." +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:46 +msgid "You can create an AutoLoad to load a scene or a script that inherits from :ref:`class_Node`." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:48 -msgid "To autoload a scene or script, select ``Project -> Project Settings`` from the menu and switch to the \"AutoLoad\" tab." +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:51 +msgid "When autoloading a script, a :ref:`class_Node` will be created and the script will be attached to it. This node will be added to the root viewport before any other scenes are loaded." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:53 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:57 +msgid "To autoload a scene or script, select **Project > Project Settings** from the menu and switch to the **AutoLoad** tab." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:62 msgid "Here you can add any number of scenes or scripts. Each entry in the list requires a name, which is assigned as the node's ``name`` property. The order of the entries as they are added to the global scene tree can be manipulated using the up/down arrow keys." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:69 msgid "This means that any node can access a singleton named \"PlayerVariables\" with:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73 -msgid "If the \"Enable\" column is checked (default ``true``) then the singleton can simply be accessed directly:" -msgstr "" - -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:86 -msgid "Note that autoload objects (scripts and/or scenes) are accessed just like any other node in the scene tree. In fact, if you look at the running scene tree, you'll see the autoloaded nodes appear:" -msgstr "" - -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:93 -msgid "Custom scene switcher" +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:82 +msgid "If the **Enable** column is checked (which is the default), then the singleton can be accessed directly without requiring ``get_node()``:" msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:95 -msgid "This tutorial will demonstrate building a scene switcher using autoload. For basic scene switching, you can use the :ref:`SceneTree.change_scene() ` method (see :ref:`doc_scene_tree` for details). However, if you need more complex behavior when changing scenes, this method provides more functionality." +msgid "Note that autoload objects (scripts and/or scenes) are accessed just like any other node in the scene tree. In fact, if you look at the running scene tree, you'll see the autoloaded nodes appear:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:101 -msgid "To begin, download the template from here: :download:`autoload.zip ` and open it in Godot." +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:102 +msgid "Custom scene switcher" msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:104 -msgid "The project contains two scenes: ``Scene1.tscn`` and ``Scene2.tscn``. Each scene contains a label displaying the scene name and a button with its ``pressed()`` signal connected. When you run the project, it starts in ``Scene1.tscn``. However, pressing the button does nothing." +msgid "This tutorial will demonstrate building a scene switcher using autoloads. For basic scene switching, you can use the :ref:`SceneTree.change_scene() ` method (see :ref:`doc_scene_tree` for details). However, if you need more complex behavior when changing scenes, this method provides more functionality." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:110 +msgid "To begin, download the template from here: :download:`autoload.zip ` and open it in Godot." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:113 +msgid "The project contains two scenes: ``Scene1.tscn`` and ``Scene2.tscn``. Each scene contains a label displaying the scene name and a button with its ``pressed()`` signal connected. When you run the project, it starts in ``Scene1.tscn``. However, pressing the button does nothing." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:119 msgid "Global.gd" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:112 -msgid "Switch to the \"Script\" tab and create a new script called Global.gd. Make sure it inherits from ``Node``:" -msgstr "" - -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:117 -msgid "The next step is to add this script to the autoLoad list. Open ``Project > Project Settings`` from the menu, switch to the \"AutoLoad\" tab and select the script by clicking the browse button or typing its path: ``res://Global.gd``. Press \"Add\" to add it to the autoload list:" -msgstr "" - -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:124 -msgid "Now whenever we run any scene in the project, this script will always be loaded." +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:121 +msgid "Switch to the **Script** tab and create a new script called ``Global.gd``. Make sure it inherits from ``Node``:" msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:126 -msgid "Returning to the script, it needs to fetch the current scene in the `_ready()` function. Both the current scene (the one with the button) and ``global.gd`` are children of root, but autoloaded nodes are always first. This means that the last child of root is always the loaded scene." +msgid "The next step is to add this script to the autoLoad list. Open **Project > Project Settings** from the menu, switch to the **AutoLoad** tab and select the script by clicking the browse button or typing its path: ``res://Global.gd``. Press **Add** to add it to the autoload list:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:158 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:133 +msgid "Now whenever we run any scene in the project, this script will always be loaded." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:135 +msgid "Returning to the script, it needs to fetch the current scene in the `_ready()` function. Both the current scene (the one with the button) and ``Global.gd`` are children of root, but autoloaded nodes are always first. This means that the last child of root is always the loaded scene." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:167 msgid "Now we need a function for changing the scene. This function needs to free the current scene and replace it with the requested one." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:227 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:236 msgid "Using :ref:`Object.call_deferred() `, the second function will only run once all code from the current scene has completed. Thus, the current scene will not be removed while it is still being used (i.e. its code is still running)." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:232 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:241 msgid "Finally, we need to fill the empty callback functions in the two scenes:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:252 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:261 msgid "and" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:272 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:281 msgid "Run the project and test that you can switch between scenes by pressing the button." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:275 -msgid "Note: When scenes are small, the transition is instantaneous. However, if your scenes are more complex, they may take a noticeable amount of time to appear. To learn how to handle this, see the next tutorial: :ref:`doc_background_loading`" +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:286 +msgid "When scenes are small, the transition is instantaneous. However, if your scenes are more complex, they may take a noticeable amount of time to appear. To learn how to handle this, see the next tutorial: :ref:`doc_background_loading`." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:290 +msgid "Alternatively, if the loading time is relatively short (less than 3 seconds or so), you can display a \"loading plaque\" by showing some kind of 2D element just before changing the scene. You can then hide it just after the scene is changed. This can be used to indicate to the player that a scene is being loaded." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 89efed6952..6e8c88685e 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 0a2c8a5370..a315e969ed 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index 7ff62cfa79..fa68b09316 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index eb271bdbf3..1ac3ebb663 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index 3afd79cadf..422e351046 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 5a74086f10..a8adb1f4d5 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index 95848c3fe6..db3340e751 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index c12d1407ba..ce142329f6 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index 72a74e0728..d499ef265f 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index 59ec3c2502..c0bca22153 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index bec2acddea..a44a2a22af 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index efdd4e2035..8d14b329a5 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index 3fb5275e75..6cd00af4db 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index ec91677ad3..4f5fa4e55d 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index 0792757708..379f14de97 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index 4da7ab9926..2b27183a8b 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 594e666b16..d480553c01 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -92,510 +92,518 @@ msgstr "" msgid "There are two reasons to use glTF with the textures separate. One is to have the scene description in a text based format and the binary data in a separate binary file. This can be useful for version control if you want to review changes in a text based format. The second is you need the texture files separate from the material file. If you don't need either of those glTF binary files are fine." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55 -msgid "Blender does not export emissive textures with the glTF file. If your model uses one it must be brought in separately." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57 +msgid "Blender does not export emissive textures with the glTF file. If your model uses one, it must be brought in separately." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:61 msgid "Exporting DAE files from Blender" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 msgid "Blender has built-in COLLADA support, but it does not work properly for the needs of game engines and should not be used as is." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66 msgid "Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot. It does not work in Blender 2.8 or newer, but there are plans to update it in the future." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71 msgid "Exporting ESCN files from Blender" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:70 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73 msgid "The most powerful one, called `godot-blender-exporter `__. It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file); it keeps as much information as possible from a Blender scene. However, it is considered experimental." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79 msgid "The ESCN exporter has a detailed `document `__ describing its functionality and usage." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 msgid "Import workflows" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:82 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to import a scene with:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:88 msgid "External materials (default): Where each material is saved to a file resource. Modifications to them are kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 msgid "External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 msgid "External animations: Allowing saved animations to be modified and merged when sources change." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:88 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91 msgid "External scenes: Save each of the root nodes of the imported scenes as a separate scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:92 msgid "Single scene: A single scene file with everything built in." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 msgid "As different developers have different needs, this import process is highly customizable." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:99 msgid "Import options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:98 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:101 msgid "The importer has several options, which will be discussed below:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 msgid "Nodes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "Root Type" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:108 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 msgid "By default, the type of the root node in imported scenes is \"Spatial\", but this can be modified." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:114 msgid "Root Name" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 msgid "Allows setting a specific name to the generated root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119 msgid "Root Scale" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 msgid "The scale of the root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:124 msgid "Custom Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:126 msgid "A special script to process the whole scene after import can be provided. This is great for post processing, changing materials, doing funny stuff with the geometry etc." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:127 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130 msgid "Create a script like this:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:139 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142 msgid "The ``post_import`` function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313 msgid "Storage" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:146 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:149 msgid "By default, Godot imports a single scene. This option allows specifying that nodes below the root will each be a separate scene and instanced into the imported one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:153 msgid "Of course, instancing such imported scenes in other places manually works, too." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 msgid "Materials" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160 msgid "Location" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162 msgid "Godot supports materials in meshes or nodes. By default, materials will be put on each node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168 msgid "Materials can be stored within the scene or in external files. By default, they are stored in external files so editing them is possible. This is because most 3D DCCs don't have the same material options as those present in Godot." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172 msgid "When materials are built-in, they will be lost each time the source scene is modified and re-imported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176 msgid "Keep On Reimport" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:178 msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 msgid "Meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186 msgid "Compress" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188 msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 msgid "These are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 msgid "Vertices : 32-bit float to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 msgid "Normals : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 msgid "Tangents : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 msgid "UV : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "UV2 : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199 msgid "Vertex weights : 32-bit float to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 msgid "Armature bones : 32-bit float to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:205 msgid "Additional info:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 msgid "UV2 = The second UV channel for detail textures and baked lightmap textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:205 msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207 msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:213 msgid "Ensure Tangents" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:215 msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 msgid "Meshes can be stored in separate files (resources) instead of built-in. This does not have much practical use unless one wants to build objects with them directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226 msgid "This option is provided to help those who prefer working directly with meshes instead of scenes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230 msgid "Light Baking" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 msgid "Whether or not the mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:234 msgid "**Disabled:** The mesh is not used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 msgid "**Enable:** The mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236 msgid "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second UV layer for lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 msgid "For more information on light baking see :ref:`doc_baked_lightmaps`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241 msgid "External Files" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:243 msgid "Generated meshes and materials can be optionally stored in a subdirectory with the name of the scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:247 msgid "Animation options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249 msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender) can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 msgid "Import of animations is enabled by default." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259 msgid "FPS" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:258 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:261 msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in shaky animations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 msgid "Filter Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:271 msgid "The filter script is executed against each imported animation. The syntax consists of two types of statements, the first for choosing which animations to filter, and the second for filtering individual tracks within the matched animation. All name patterns are performed using a case insensitive expression match, using ``?`` and ``*`` wildcards (using ``String.matchn()`` under the hood)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:274 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277 msgid "The script must start with an animation filter statement (as denoted by the line beginning with an ``@``). For example, if we would like to apply filters to all imported animations which have a name ending in ``\"_Loop\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:280 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283 msgid "Similarly, additional patterns can be added to the same line, separated by commas. Here is a modified example to additionally *include* all animations with names that begin with ``\"Arm_Left\"``, but also *exclude* all animations which have names ending in ``\"Attack\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289 msgid "Following the animation selection filter statement, we add track filtering patterns to indicate which animation tracks should be kept or discarded. If no track filter patterns are specified, then all tracks within the matched animations will be discarded!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:290 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 msgid "It's important to note that track filter statements are applied in order for each track within the animation, this means that one line may include a track, a later rule can still discard it. Similarly, a track excluded by an early rule may then be re-included once again by a filter rule further down in the filter script." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:298 msgid "For example: include all tracks in animations with names ending in ``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 msgid "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:Arm_Left_Control\"`` would be retained." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 msgid "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:312 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315 msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319 msgid "Optimizer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:321 msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:325 msgid "Clips" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:327 msgid "It is possible to specify multiple animations from a single timeline as clips. For this to work, the model must have only one animation that is named ``default``. To create clips, change the clip amount to something greater than zero. You can then name a clip, specify which frames it starts and stops on, and choose whether the animation loops or not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:336 msgid "Scene inheritance" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 msgid "In many cases, it may be desired to make modifications to the imported scene. By default, this is not possible because if the source asset changes (source ``.dae``, ``.gltf``, ``.obj`` file re-exported from 3D modelling app), Godot will re-import the whole scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:341 msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 msgid "In inherited scenes, the only limitations for modifications are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 msgid "Nodes can't be removed (but can be added anywhere)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349 msgid "Sub-Resources can't be edited (save them externally as described above for this)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 msgid "Other than that, everything is allowed!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354 msgid "Import hints" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 -msgid "Adding collision detection to objects" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 -msgid "Setting objects as navigation meshes" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 -msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:358 +msgid "Adding collision detection to objects." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 -msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:" +msgid "Setting objects as navigation meshes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:360 +msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362 +msgid "To simplify this workflow, Godot offers several suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect suffixes in object names and will perform actions automatically." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368 +msgid "All the suffixes described below are *case-sensitive*." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371 msgid "Remove nodes (-noimp)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366 -msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 -msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:372 -msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:375 -msgid "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373 +msgid "Objects that have the ``-noimp`` suffix will be removed at import-time no matter what their type is. They will not appear in the imported scene." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:377 -msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well." +msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:380 -msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:379 +msgid "The option ``-col`` will work only for Mesh objects. If it is detected, a child static collision node will be added, using the same geometry as the mesh. This will create a triangle mesh collision shape, which is a slow, but accurate option for collision detection. This option is usually what you want for level geometry (but see also ``-colonly`` below)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384 -msgid "Option \"-convcolonly\" works in a similar way but will create a :ref:`class_convexpolygonshape` instead." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:386 -msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:393 -msgid "Single arrow will create a :ref:`class_rayshape`" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:385 +msgid "The option ``-convcol`` will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`. Unlike triangle meshes which can be concave, a convex shape can only accurately represent a shape that doesn't have any concave angles (a pyramid is convex, but a hollow box is concave). Due to this, convex collision shapes are generally not suited for level geometry. When representing simple enough meshes, convex collision shapes can result in better performance compared to a triangle collision shape. This option is ideal for simple or dynamic objects that require mostly-accurate collision detection." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 -msgid "Cube will create a :ref:`class_boxshape`" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:395 -msgid "Image will create a :ref:`class_planeshape`" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:396 -msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`" +msgid "However, in both cases, the visual geometry may be too complex or not smooth enough for collisions. This can create physics glitches and slow down the engine unneccesarily." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398 -msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty." +msgid "To solve this, the ``-colonly`` modifier exists. It will remove the mesh upon importing and will create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 -msgid "Create navigation (-navmesh)" +msgid "The option ``-convcolonly`` works in a similar way, but will create a :ref:`class_convexpolygonshape` instead." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 -msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed." +msgid "The option ``-colonly`` can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:408 -msgid "Create a VehicleBody (-vehicle)" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 +msgid "Single arrow will create a :ref:`class_rayshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:410 -msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleBody ` node." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:412 +msgid "Cube will create a :ref:`class_boxshape`." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413 -msgid "Create a VehicleWheel (-wheel)" +msgid "Image will create a :ref:`class_planeshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:415 -msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleWheel ` node." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:414 +msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:418 -msgid "Rigid Body (-rigid)" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 +msgid "When possible, **try to use a few primitive collision shapes** instead of triangle mesh or convex shapes. Primitive shapes often have the best performance and reliability." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:420 -msgid "Creates a rigid body from this mesh." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:422 +msgid "For better visibility in Blender's editor, you can set the \"X-Ray\" option on collision empties and set some distinct color for them in Blender's **User Preferences > Themes > 3D View > Empty**." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:423 -msgid "Animation loop (-loop, -cycle)" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 -msgid "Animation clips in the COLLADA document that start or end with the token \"loop\" or \"cycle\" will be imported as a Godot Animation with the loop flag set. This is case-sensitive and does not require a hyphen." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 +msgid "Create navigation (-navmesh)" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:429 -msgid "In Blender, this requires using the NLA Editor and naming the Action with the \"loop\" or \"cycle\" prefix or suffix." +msgid "A mesh node with the ``-navmesh`` suffix will be converted to a navigation mesh. The original Mesh object will be removed at import-time." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:433 +msgid "Create a VehicleBody (-vehicle)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:435 +msgid "A mesh node with the ``-vehicle`` suffix will be imported as a child to a :ref:`class_VehicleBody` node." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:439 +msgid "Create a VehicleWheel (-wheel)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:441 +msgid "A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:`class_VehicleWheel` node." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:445 +msgid "Rigid Body (-rigid)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:447 +msgid "A mesh node with the ``-rigid`` suffix will be imported as a :ref:`class_RigidBody`." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:450 +msgid "Animation loop (-loop, -cycle)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:452 +msgid "Animation clips in the COLLADA document that start or end with the token ``loop`` or ``cycle`` will be imported as a Godot Animation with the loop flag set. **Unlike the other suffixes described above, this does not require a hyphen.**" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:456 +msgid "In Blender, this requires using the NLA Editor and naming the Action with the ``loop`` or ``cycle`` prefix or suffix." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index d98c153202..2c9cc37374 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index e3b90a7401..9a8f5ece2f 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index 417d85e9ac..5ce5a0148d 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index 2cb26826fe..b97398eb12 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index c19fa7a35b..420861d465 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index a49a72864c..68e5e3a41a 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index 893361c9cc..dbaac9ace5 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index 56e43711c7..c10246cde7 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index 495c483990..0f0d0386f6 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index 4febee74b2..b7565ec611 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index 1bf39d1e5f..5a2c894874 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index d773855ede..10e672fbef 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index cefeeb0c8d..a60375118a 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index be5cc17151..de1d092c35 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index 8e13d41b3f..8e76feb85f 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 3e0d6366a2..6c036c3913 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot index 11455851e2..82b75295ee 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -37,86 +37,86 @@ msgid "**macOS:** :ref:`Compile a server binary from source for macOS `__ offers two kinds of binaries with several differences." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:28 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:29 msgid "**Server:** Use this one for running dedicated servers. It does not contain editor functionality, and is therefore smaller and more optimized." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:31 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:32 msgid "**Headless:** This binary contains editor functionality and is intended to be used for exporting projects. This binary *can* be used to run dedicated servers, but it's not recommended as it's larger and less optimized." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:36 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:37 msgid "Exporting a PCK file" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:38 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:39 msgid "There are two ways to export a project for a server:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:40 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:41 msgid "Create a Linux/X11 export preset, define a custom Release export template that points to the server binary then export the project as usual." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:42 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:43 msgid "Export a PCK file only, preferably from a Linux/X11 export preset." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:44 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:45 msgid "Both methods should result in identical output. The text below describes the PCK file approach." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:47 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:48 msgid "Once you've downloaded a server binary, you should export a PCK file containing your project data. After creating the export preset, click **Export PCK/ZIP** at the bottom of the Export dialog then choose a destination path. The **Export With Debug** checkbox in the file dialog has no bearing on the final PCK file, so you can leave it as-is." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:53 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:54 msgid "See :ref:`doc_exporting_projects` for more information." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:57 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:58 msgid "If you're exporting the project from a headless editor, call the headless editor with the `--export-pack` option while in the project folder to export only a PCK file." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:63 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:64 msgid "The PCK file will include resources not normally needed by the server, such as textures and sounds. This means the PCK file will be larger than it could possibly be. Support for stripping unneeded resources from a PCK for server usage is planned in a future Godot release." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:68 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:69 msgid "On the bright side, this allows the same PCK file to be used both by a client and dedicated server build. This can be useful if you want to ship a single archive that can be used both as a client and dedicated server." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:73 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:74 msgid "Preparing the server distribution" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:75 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:76 msgid "After downloading or compiling a server binary, you should now place it in the same folder as the PCK file you've exported. The server binary should have the same name as the PCK (excluding the extension). This lets Godot detect and use the PCK file automatically. If you want to start a server with a PCK that has a different name, you can specify the path to the PCK file using the ``--main-pack`` command-line argument::" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:86 msgid "Next steps" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:88 msgid "On Linux, to make your dedicated server restart after a crash or system reboot, you can `create a systemd service `__. This also lets you view server logs in a more convenient fashion, with automatic log rotation provided by systemd." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:93 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:94 msgid "If you have experience with containers, you could also look into wrapping your dedicated server in a `Docker `__ container. This way, it can be used more easily in an automatic scaling setup (which is outside the scope of this tutorial)." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 7ddba49a73..28d016666e 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index a881ba5fb8..0bbe778674 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index d6cb5076e9..22a0df823c 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index 863a59cfcc..40691cc4cb 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "Many browsers, including Firefox and Chromium-based browsers, will not lo msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:19 -msgid "Python offers an easy method to start a local server. Use ``python -m http.server`` with Python 3 to serve the current working directory at ``http://localhost:8000``." +msgid "Python offers an easy method to start a local server. Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current working directory at ``http://localhost:8000``." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:23 diff --git a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot index 9d426a76d0..26e372468c 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot index 96c9a7d982..bbb7860a87 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/feature_tags.pot b/sphinx/templates/getting_started/workflow/export/feature_tags.pot index 9ff2fd8df9..16d4b45a1b 100644 --- a/sphinx/templates/getting_started/workflow/export/feature_tags.pot +++ b/sphinx/templates/getting_started/workflow/export/feature_tags.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/index.pot b/sphinx/templates/getting_started/workflow/export/index.pot index 1d695c29f6..9b29031e8c 100644 --- a/sphinx/templates/getting_started/workflow/export/index.pot +++ b/sphinx/templates/getting_started/workflow/export/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot index f84933c67b..bfe6299153 100644 --- a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot +++ b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/index.pot b/sphinx/templates/getting_started/workflow/index.pot index 67bc3a3526..391ca78594 100644 --- a/sphinx/templates/getting_started/workflow/index.pot +++ b/sphinx/templates/getting_started/workflow/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/index.pot b/sphinx/templates/getting_started/workflow/project_setup/index.pot index 7d396b7379..00f95eb589 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/index.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot index 0df4dd5b03..4952919aae 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/version_control_systems.pot b/sphinx/templates/getting_started/workflow/project_setup/version_control_systems.pot index 29c9278fa6..1bdb6bddbf 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/version_control_systems.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/version_control_systems.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index 9b2d845be8..8878769c85 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index b962fdb746..8011e1f401 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index c2ea3372dc..17fdd63f50 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index 43db58187b..b90a157de1 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index 2510e65497..2c47ccc5ec 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index fabfca5c3c..08b81697a4 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index a7c7dab6a3..9348cec25f 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index ee0b9a0de9..c2fde3e250 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index edd3c91702..531f1acd0c 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index b9a40e370b..2d1da5d115 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index face538316..091e775317 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot index e4c4e932dc..6e0c03ad4c 100644 --- a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/baked_lightmaps.pot b/sphinx/templates/tutorials/3d/baked_lightmaps.pot index f2a8c42812..670019757f 100644 --- a/sphinx/templates/tutorials/3d/baked_lightmaps.pot +++ b/sphinx/templates/tutorials/3d/baked_lightmaps.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 5254e7c4be..d27893a92d 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index adc3143da5..0eb5bf00aa 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot index 5612569b55..30d55fff69 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot index 0c15d862f7..ef8bc6100d 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -433,7 +433,7 @@ msgid "We first get the direct space state from the current :ref:`World ` for more information on raycasting in Godot." +msgid "See :ref:`Ray-casting ` for more information on raycasting in Godot." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 @@ -457,378 +457,382 @@ msgid "Finally, we set the grabbed :ref:`RigidBody `'s collisio msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +msgid "See :ref:`Physics introduction ` for more information on Godot collision masks." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "If ``grabbed_object`` is not ``null``, then we need to throw the :ref:`RigidBody ` the player is holding." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:544 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:549 msgid "We first set the mode of the :ref:`RigidBody ` we are holding to ``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:546 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:551 msgid "This is making a rather large assumption that all the rigid bodies will be using ``MODE_RIGID``. While that is the case for this tutorial series, that may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:549 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:554 msgid "If you have rigid bodies with different modes, you may need to store the mode of the :ref:`RigidBody ` you have picked up into a class variable so you can change it back to the mode it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "Then we apply an impulse to send it flying forward. We send it flying in the direction the camera is facing, using the force we set in the ``OBJECT_THROW_FORCE`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 msgid "We then set the grabbed :ref:`RigidBody `'s collision layer and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 msgid "This is, once again, making a rather large assumption that all the rigid bodies will be only on collision layer ``1``, and all collision masks will be on layer ``1``. If you are using this script in other projects, you may need to store the collision layer/mask of the :ref:`RigidBody ` in a variable before you change them to ``0``, so you would have the original collision layer/mask to set for them when you are reversing the process." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "Finally, we set ``grabbed_object`` to ``null`` since the player has successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 msgid "The last thing we do is check to see whether or not ``grabbed_object`` is equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:570 msgid "While technically not input related, it's easy enough to place the code moving the grabbed object here because it's only two lines, and then all of the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "If the player is holding an object, we set its global position to the camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:577 msgid "Before we test this, we need to change something in ``_physics_process``. While the player is holding an object, we do not want the player to be able to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:591 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 msgid "Now you can grab and throw RigidBody nodes while you're in the ``UNARMED`` state! Go give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:600 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:605 msgid "Notice how the turret is broken up into several parts: ``Base``, ``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:602 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:607 msgid "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` and a mesh. Open up ``Head`` and you'll find there are several meshes, a :ref:`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:605 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 msgid "One thing to note with the ``Head`` is that the raycast will be where the turret's bullets will fire from if we are using raycasting. We also have two meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:608 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:613 msgid "``Vision_Area`` is an :ref:`Area ` we'll use as the turret's ability to see. When something enters ``Vision_Area``, we'll assume the turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "``Smoke`` is a :ref:`Particles ` node that will play when the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:614 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:619 msgid "Now that we've looked at how the scene is set up, lets start writing the code for the turret. Select ``Turret`` and create a new script called ``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "This is quite a bit of code, so let's break it down function by function. Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "``use_raycast``: An exported boolean so we can change whether the turret uses objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast ` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "``flash_timer``: A variable for tracking how long the muzzle flash meshes have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "``fire_timer``: A variable for tracking how much time has passed since the turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``node_raycast``: A variable to hold the :ref:`Raycast ` node attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``node_flash_one``: A variable to hold the first muzzle flash :ref:`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "``node_flash_two``: A variable to hold the second muzzle flash :ref:`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``ammo_reload_timer``: A variable for tracking how long the turret has been reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``is_active``: A variable for tracking whether the turret is able to fire at the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 msgid "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 msgid "``destroyed_timer``: A variable for tracking the amount of time a turret has been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:810 msgid "``bullet_scene``: The bullet scene the turret fires (same scene as the player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Whew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "Firstly, we get the vision area and connect the ``body_entered`` and ``body_exited`` signals to ``body_entered_vision`` and ``body_exited_vision``, respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "We then get all the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "Next, we add some exceptions to the :ref:`Raycast ` so the turret cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 msgid "Then we make both flash meshes invisible at start, since we are not going to be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 msgid "We then get the smoke particles node and assign it to the ``smoke_particles`` variable. We also set ``emitting`` to ``false`` to ensure the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:830 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 msgid "Firstly, we check whether the turret is active. If the turret is active, we want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "Next, if ``flash_timer`` is greater than zero, meaning the flash meshes are visible, we want to remove delta from ``flash_timer``. If ``flash_timer`` gets to zero or less after we've subtracted ``delta``, we want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:836 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:841 msgid "Next, we check whether the turret has a target. If the turret has a target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:839 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 msgid "We then check whether the turret's health is greater than zero. If it is, we then check whether there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:846 msgid "If there is, we then check whether ``fire_timer`` is greater than zero. If it is, the turret cannot fire and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is less than or equal to zero, the turret can fire a bullet, so we call the ``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "If there isn't any ammo in the turret, we check whether ``ammo_reload_timer`` is greater than zero. If it is, we subtract ``delta`` from ``ammo_reload_timer``. If ``ammo_reload_timer`` is less than or equal to zero, we set ``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:848 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:853 msgid "Next, we check whether the turret's health is less than or equal to ``0`` outside of whether it is active or not. If the turret's health is zero or less, we then check whether ``destroyed_timer`` is greater than zero. If it is, we subtract ``delta`` from ``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:851 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 msgid "If ``destroyed_timer`` is less than or equal to zero, we set ``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:858 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:863 msgid "Firstly, we check whether the turret is using a raycast." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:860 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:865 msgid "The code for using a raycast is almost entirely the same as the code in the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:863 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:868 msgid "We first make the raycast look at the target, ensuring the raycast will hit the target if nothing is in the way. We then force the raycast to update so we get a frame perfect collision check. We then check whether the raycast has collided with anything. If it has, we then check whether the collided body has the ``bullet_hit`` method. If it does, we call it and pass in the damage a single raycast bullet does along with the raycast's transform. We then subtract ``1`` from ``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:868 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:873 msgid "If the turret is not using a raycast, we spawn a bullet object instead. This code is almost entirely the same as the code in the pistol from :ref:`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "We first make a bullet clone and assign it to ``clone``. We then add that as a child of the root node. We set the bullet's global transform to the barrel end, scale it up since it's too small, and set its damage and speed using the turret's constant class variables. We then subtract ``1`` from ``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:875 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:880 msgid "Then, regardless of which bullet method we used, we make both of the muzzle flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to ``FLASH_TIME`` and ``FIRE_TIME``, respectively. We then check whether the turret has used the last bullet in its ammo. If it has, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret reloads." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:881 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:886 msgid "Let's look at ``body_entered_vision`` next, and thankfully it is rather short." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:888 msgid "We first check whether the turret currently has a target by checking if ``current_target`` is equal to ``null``. If the turret does not have a target, we then check whether the body that has just entered the vision :ref:`Area ` is a :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 msgid "We're assuming the turret should only fire at :ref:`KinematicBody ` nodes since that is what the player is using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:888 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:893 msgid "If the body that just entered the vision :ref:`Area ` is a :ref:`KinematicBody `, we set ``current_target`` to the body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:898 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:900 msgid "Firstly, we check whether the turret has a target. If it does, we then check whether the body that has just left the turret's vision :ref:`Area ` is the turret's target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 msgid "If the body that has just left the vision :ref:`Area ` is the turret's current target, we set ``current_target`` to ``null``, set ``is_active`` to ``false``, and reset all the variables related to firing the turret since the turret no longer has a target to fire at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:905 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:910 msgid "We first subtract however much damage the bullet causes from the turret's health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:907 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 msgid "Then, we check whether the turret has been destroyed (health being zero or less). If the turret is destroyed, we start emitting the smoke particles and set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait before being repaired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Whew, with all of that done and coded, we only have one last thing to do before the turret is ready for use. Open up ``Turret.tscn`` if it's not already open and select one of the :ref:`StaticBody ` nodes from either ``Base`` or ``Head``. Create a new script called ``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody ` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:916 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:921 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:931 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:936 msgid "All this code does is call ``bullet_hit`` on whatever node to which ``path_to_turret_root`` leads. Go back to the editor and assign the :ref:`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:934 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:939 msgid "Now select the other :ref:`StaticBody ` node (either in ``Body`` or ``Head``) and assign ``TurretBodies.gd`` script to it. Once the script is attached, assign again the :ref:`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 msgid "The last thing we need to do is add a way for the player to be hurt. Since all the bullets use the ``bullet_hit`` function, we need to add that function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:946 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:948 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 msgid "With all that done, you should have fully operational turrets! Go place a few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:955 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:960 msgid "Now you can pick up :ref:`RigidBody ` nodes and throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:957 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:962 msgid "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and a pause menu, add a respawn system for the player, and change/move the sound system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:960 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:965 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:962 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:967 msgid "You can download the finished project for this part here: :download:`Godot_FPS_Part_5.zip `" msgstr "" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot index 0b27bdbc60..2a4bf3a4a0 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot index f36e3d4c2d..07ff67509c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot index cfcf2318f9..e7a436097c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot index 437f8a803d..7dbb6e59eb 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot index d456f3cb60..3d0450446f 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/gi_probes.pot b/sphinx/templates/tutorials/3d/gi_probes.pot index ad4a145ca6..2b620b49a9 100644 --- a/sphinx/templates/tutorials/3d/gi_probes.pot +++ b/sphinx/templates/tutorials/3d/gi_probes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index 5229f408bd..ff6e62abda 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index 68790bf2ff..0e1fd3bae8 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index 988bf7845e..cf4fce26f0 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index b9dffec2e8..fbab7a63aa 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/lights_and_shadows.rst:4 -msgid "Lights and shadows" +msgid "3D lights and shadows" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:7 diff --git a/sphinx/templates/tutorials/3d/reflection_probes.pot b/sphinx/templates/tutorials/3d/reflection_probes.pot index 62c0149318..2e701aee50 100644 --- a/sphinx/templates/tutorials/3d/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/reflection_probes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/spatial_material.pot b/sphinx/templates/tutorials/3d/spatial_material.pot index 1a2f9755de..1a39709466 100644 --- a/sphinx/templates/tutorials/3d/spatial_material.pot +++ b/sphinx/templates/tutorials/3d/spatial_material.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index 21f773ab39..615bbee7e0 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index b7682ea078..143da1ede6 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index 2e73f51e6e..180db4469c 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot index d0f6b2c78d..cf0cec5dd4 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot index 0735e4a366..4eb627a754 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/index.pot b/sphinx/templates/tutorials/3d/vertex_animation/index.pot index fc0020b7c9..d256835c90 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/index.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index d8a9a00b23..447fd58cf9 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index 24f64d9b9b..2cadd4cf56 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index 82876558eb..7c68737d76 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index 0faaeae360..8d56021c81 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction_2d.pot b/sphinx/templates/tutorials/animation/introduction_2d.pot index cdb3c9c3ee..a67f3eae89 100644 --- a/sphinx/templates/tutorials/animation/introduction_2d.pot +++ b/sphinx/templates/tutorials/animation/introduction_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/index.pot b/sphinx/templates/tutorials/assetlib/index.pot index cfb357e5d3..75c796cbe3 100644 --- a/sphinx/templates/tutorials/assetlib/index.pot +++ b/sphinx/templates/tutorials/assetlib/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot index 793daa2ad7..ab618a10d9 100644 --- a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/using_assetlib.pot b/sphinx/templates/tutorials/assetlib/using_assetlib.pot index f00bcbca83..5b3845da2b 100644 --- a/sphinx/templates/tutorials/assetlib/using_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/using_assetlib.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot index 51552a9f6a..f930438a73 100644 --- a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 5dc4a7dd00..b270435f39 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index ee1d91013b..39cd8b4a27 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index f0f8217c13..b916513d0a 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/recording_with_microphone.pot b/sphinx/templates/tutorials/audio/recording_with_microphone.pot index 00b36488c4..688b27b9d7 100644 --- a/sphinx/templates/tutorials/audio/recording_with_microphone.pot +++ b/sphinx/templates/tutorials/audio/recording_with_microphone.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index f59d378298..e6f777d1d6 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/index.pot b/sphinx/templates/tutorials/content/index.pot index 4779b11acf..07024a24aa 100644 --- a/sphinx/templates/tutorials/content/index.pot +++ b/sphinx/templates/tutorials/content/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/making_trees.pot b/sphinx/templates/tutorials/content/making_trees.pot index f3ed0e4c7a..dd4946f5ca 100644 --- a/sphinx/templates/tutorials/content/making_trees.pot +++ b/sphinx/templates/tutorials/content/making_trees.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot index 5a5b9482d1..b8b01956fa 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot index 1c29a8361e..fdb3252f0f 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/index.pot b/sphinx/templates/tutorials/content/procedural_geometry/index.pot index b3c6437e19..921d70f054 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/index.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot index b29c15c901..e33a31ca54 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot index d2a341e785..2cf3c60f9a 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/debugger_panel.pot b/sphinx/templates/tutorials/debug/debugger_panel.pot index b072f1f941..b672cc86ad 100644 --- a/sphinx/templates/tutorials/debug/debugger_panel.pot +++ b/sphinx/templates/tutorials/debug/debugger_panel.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/index.pot b/sphinx/templates/tutorials/debug/index.pot index 6dc5f4fcd0..44a86ee7eb 100644 --- a/sphinx/templates/tutorials/debug/index.pot +++ b/sphinx/templates/tutorials/debug/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot index 35e51d09e8..0144947ec4 100644 --- a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot index b8cd529cd6..d1a4f81287 100644 --- a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/custom_gui_controls.pot b/sphinx/templates/tutorials/gui/custom_gui_controls.pot index 5811dc7ba1..b936bb696e 100644 --- a/sphinx/templates/tutorials/gui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/gui/custom_gui_controls.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_containers.pot b/sphinx/templates/tutorials/gui/gui_containers.pot index db252f6158..22ebe38ec2 100644 --- a/sphinx/templates/tutorials/gui/gui_containers.pot +++ b/sphinx/templates/tutorials/gui/gui_containers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_skinning.pot b/sphinx/templates/tutorials/gui/gui_skinning.pot index 2bcfa97734..a3ddcd3197 100644 --- a/sphinx/templates/tutorials/gui/gui_skinning.pot +++ b/sphinx/templates/tutorials/gui/gui_skinning.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/index.pot b/sphinx/templates/tutorials/gui/index.pot index c3c736c681..5192fd06e5 100644 --- a/sphinx/templates/tutorials/gui/index.pot +++ b/sphinx/templates/tutorials/gui/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/size_and_anchors.pot b/sphinx/templates/tutorials/gui/size_and_anchors.pot index ea37224379..6c8e96a327 100644 --- a/sphinx/templates/tutorials/gui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/gui/size_and_anchors.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index 1a1ba1505b..f4781d32fe 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index 74d7817be1..dafd92d2a7 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index e981d1cf60..de96a01722 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot index 5bb6fc54d6..569aee119a 100644 --- a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot +++ b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index 5513494183..b5f4b765c9 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index 75fa4dae47..775d3c6eeb 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/input_examples.pot b/sphinx/templates/tutorials/inputs/input_examples.pot index 7b41b24f45..c47858e377 100644 --- a/sphinx/templates/tutorials/inputs/input_examples.pot +++ b/sphinx/templates/tutorials/inputs/input_examples.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index f2f2d0f29f..1b20523c63 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index 67fec9dc5b..e3087fea97 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index 5fbf97a0db..7971530892 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index a736c14311..27bb90815a 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/encrypting_save_games.pot b/sphinx/templates/tutorials/io/encrypting_save_games.pot index a634b04725..e147060ab2 100644 --- a/sphinx/templates/tutorials/io/encrypting_save_games.pot +++ b/sphinx/templates/tutorials/io/encrypting_save_games.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index 506ff06d1e..ad5cc7df5f 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index 40d57b5568..5cf75ad755 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/complying_with_licenses.pot b/sphinx/templates/tutorials/legal/complying_with_licenses.pot index c7f7c7f2f2..d49cef06e0 100644 --- a/sphinx/templates/tutorials/legal/complying_with_licenses.pot +++ b/sphinx/templates/tutorials/legal/complying_with_licenses.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/index.pot b/sphinx/templates/tutorials/legal/index.pot index 3fa6fe2b1b..08c0269f11 100644 --- a/sphinx/templates/tutorials/legal/index.pot +++ b/sphinx/templates/tutorials/legal/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/beziers_and_curves.pot b/sphinx/templates/tutorials/math/beziers_and_curves.pot index 0dd51c3b75..d909010bc2 100644 --- a/sphinx/templates/tutorials/math/beziers_and_curves.pot +++ b/sphinx/templates/tutorials/math/beziers_and_curves.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index f22b33674e..38ba766486 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/interpolation.pot b/sphinx/templates/tutorials/math/interpolation.pot index fbda94ed26..852a4167ea 100644 --- a/sphinx/templates/tutorials/math/interpolation.pot +++ b/sphinx/templates/tutorials/math/interpolation.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index 9e50f34f68..1984a52340 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index fac87bbe34..171e9ea6ba 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index a106f6547a..01037fd805 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/binary_serialization_api.pot b/sphinx/templates/tutorials/misc/binary_serialization_api.pot index 49e968ef5a..43d712d32a 100644 --- a/sphinx/templates/tutorials/misc/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/misc/binary_serialization_api.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/change_scenes_manually.pot b/sphinx/templates/tutorials/misc/change_scenes_manually.pot index 18b2884ff6..0580bd6544 100644 --- a/sphinx/templates/tutorials/misc/change_scenes_manually.pot +++ b/sphinx/templates/tutorials/misc/change_scenes_manually.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot index 0bc08cdcd5..e403d45240 100644 --- a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot +++ b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/handling_quit_requests.pot b/sphinx/templates/tutorials/misc/handling_quit_requests.pot index af494554c9..ad5bdfa32f 100644 --- a/sphinx/templates/tutorials/misc/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/misc/handling_quit_requests.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/index.pot b/sphinx/templates/tutorials/misc/index.pot index dbe27a7590..7be0bfcc8e 100644 --- a/sphinx/templates/tutorials/misc/index.pot +++ b/sphinx/templates/tutorials/misc/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/instancing_with_signals.pot b/sphinx/templates/tutorials/misc/instancing_with_signals.pot index 7c2b4c3376..ebfdfea58f 100644 --- a/sphinx/templates/tutorials/misc/instancing_with_signals.pot +++ b/sphinx/templates/tutorials/misc/instancing_with_signals.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/jitter_stutter.pot b/sphinx/templates/tutorials/misc/jitter_stutter.pot index aabf6f4fde..daca58e69c 100644 --- a/sphinx/templates/tutorials/misc/jitter_stutter.pot +++ b/sphinx/templates/tutorials/misc/jitter_stutter.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -53,7 +53,7 @@ msgid "There can be many causes of jitter, the most typical one happens when the msgstr "" #: ../../docs/tutorials/misc/jitter_stutter.rst:35 -msgid "This is generally not a problem, given that refresh rates higher than 60 Hz are barely visible to the human eye, and starting with Godot 3.1, a frame timer was introduced that tries to synchronize with refresh as well as possible." +msgid "This is generally not a problem, given that most monitors are 60 Hz, and starting with Godot 3.1, a frame timer was introduced that tries to synchronize with refresh as well as possible." msgstr "" #: ../../docs/tutorials/misc/jitter_stutter.rst:38 diff --git a/sphinx/templates/tutorials/misc/pausing_games.pot b/sphinx/templates/tutorials/misc/pausing_games.pot index 20eded8bb0..41ef55ff2c 100644 --- a/sphinx/templates/tutorials/misc/pausing_games.pot +++ b/sphinx/templates/tutorials/misc/pausing_games.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot index 44adb88094..232c0aa166 100644 --- a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/state_design_pattern.pot b/sphinx/templates/tutorials/misc/state_design_pattern.pot index 66548ed907..135f52d132 100644 --- a/sphinx/templates/tutorials/misc/state_design_pattern.pot +++ b/sphinx/templates/tutorials/misc/state_design_pattern.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index efdeb7c901..c88a8c4e5c 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -328,103 +328,123 @@ msgstr "" msgid "The solution is to simply name the *root nodes of the instanced player scenes as their network ID*. This way, they will be the same in every peer and RPC will work great! Here is an example:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:297 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:298 msgid "Depending on when you execute pre_configure_game(), you may need to change any calls to ``add_child()`` to be deferred via ``call_deferred()``, as the SceneTree is locked while the scene is being created (e.g. when ``_ready()`` is being called)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:301 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:302 msgid "Synchronizing game start" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:303 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:304 msgid "Setting up players might take different amounts of time for every peer due to lag, different hardware, or other reasons. To make sure the game will actually start when everyone is ready, pausing the game until all players are ready can be useful:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:312 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:313 msgid "When the server gets the OK from all the peers, it can tell them to start, as for example:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:333 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:337 msgid "Synchronizing the game" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:335 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:339 msgid "In most games, the goal of multiplayer networking is that the game runs synchronized on all the peers playing it. Besides supplying an RPC and remote member variable set implementation, Godot adds the concept of network masters." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:339 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:343 msgid "Network master" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:341 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:345 msgid "The network master of a node is the peer that has the ultimate authority over it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:343 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:347 msgid "When not explicitly set, the network master is inherited from the parent node, which if not changed, is always going to be the server (ID 1). Thus the server has authority over all nodes by default." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:345 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:349 msgid "The network master can be set with the function :ref:`Node.set_network_master(id, recursive) ` (recursive is ``true`` by default and means the network master is recursively set on all child nodes of the node as well)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:348 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:352 msgid "Checking that a specific node instance on a peer is the network master for this node for all connected peers is done by calling :ref:`Node.is_network_master() `. This will return ``true`` when executed on the server and ``false`` on all client peers." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:350 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:354 msgid "If you have paid attention to the previous example, it's possible you noticed that each peer was set to have network master authority for their own player (Node) instead of the server:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:370 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:374 msgid "Each time this piece of code is executed on each peer, the peer makes itself master on the node it controls, and all other nodes remain as puppets with the server being their network master." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:372 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:376 msgid "To clarify, here is an example of how this looks in the `bomber demo `_:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:379 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:383 msgid "Master and puppet keywords" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:383 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:387 msgid "The real advantage of this model is when used with the ``master``/``puppet`` keywords in GDScript (or their equivalent in C# and Visual Script). Similarly to the ``remote`` keyword, functions can also be tagged with them:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:386 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:390 msgid "Example bomb code:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:394 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:398 msgid "Example player code:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:408 -msgid "In the above example, a bomb explodes somewhere (likely managed by whoever is master). The bomb knows the bodies in the area, so it checks them and checks that they contain an ``exploded`` function." +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:415 +msgid "In the above example, a bomb explodes somewhere (likely managed by whoever is the master of this bomb-node, e.g. the host). The bomb knows the bodies (player nodes) in the area, so it checks that they contain an ``exploded`` method before calling it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:411 -msgid "If they do, the bomb calls ``exploded`` on it. However, the ``exploded`` method in the player has a ``master`` keyword. This means that only the player who is master for that instance will actually get the function." +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:418 +msgid "Recall that each peer has a complete set of instances of player nodes, one instance for each peer (including itself and the host). Each peer has set itself as the master of the instance corresponding to itself, and it has set a different peer as the master for each of the other instances." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:414 -msgid "This instance, then, calls the ``stun`` method in the same instances of that same player (but in different peers), and only those which are set as puppet, making the player look stunned in all the peers (as well as the current, master one)." -msgstr "" - -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:417 -msgid "Note that you could also send the ``stun()`` message only to a specific player by using ``rpc_id(, \"exploded\", bomb_owner)``. This may not make much sense for an area-of-effect case like the bomb, but in other cases, like single target damage." +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:422 +msgid "Now, going back to the call to the ``exploded`` method, the bomb on the host has called it remotely on all bodies in the area that have the method. However, this method is in a player node and has a ``master`` keyword." msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:425 +msgid "The ``master`` keyword on the ``exploded`` method in the player node means two things for how this call is made. Firstly, from the perspective of the calling peer (the host), the calling peer will only attempt to remotely call the method on the peer that it has set as the network master of the player node in question. Secondly, from the perspective of the peer the host is sending the call to, the peer will only accept the call if it set itself as the network master of the player node with the method being called (which has the ``master`` keyword). This works well as long as all peers agree on who is the master of what." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:432 +msgid "The above setup means that only the peer who owns the affected body will be responsible for telling all the other peers that its body was stunned, after being remotely instructed to do so by the host's bomb. The owning peer therefore (still in the ``exploded`` method) tells all the other peers that its player node was stunned. The peer does this by remotely calling the ``stun`` method on all instances of that player node (on the other peers). Because the ``stun`` method has the ``puppet`` keyword, only peers who did not set themselves as the network master of the node will call it (in other words, those peers are set as puppets for that node by virtue of not being the network master of it)." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:439 +msgid "The result of this call to ``stun`` is to make the player look stunned on the screen of all the peers, including the current network master peer (due to the local call to ``stun`` after ``rpc(\"stun\")``)." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:442 +msgid "The master of the bomb (the host) repeats the above steps for each of the bodies in the area, such that all the instances of any player in the bomb area get stunned on the screens of all the peers." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:445 +msgid "Note that you could also send the ``stun()`` message only to a specific player by using ``rpc_id(, \"exploded\", bomb_owner)``. This may not make much sense for an area-of-effect case like the bomb, but might in other cases, like single target damage." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:453 msgid "Exporting for dedicated servers" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:427 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:455 msgid "Once you've made a multiplayer game, you may want to export it to run it on a dedicated server with no GPU available. See :ref:`doc_exporting_for_dedicated_servers` for more information." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:433 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:461 msgid "The code samples on this page aren't designed to run on a dedicated server. You'll have to modify them so the server isn't considered to be a player. You'll also have to modify the game starting mechanism so that the first player who joins can start the game." msgstr "" +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:468 +msgid "The bomberman example here is largely for illustrational purposes, and does not do anything on the host-side to handle the case where a peer uses a custom client to cheat by for example refusing to to stun itself. In the current implementation such cheating is perfectly possible because each client is the network master of its own player, and the network master of a player is the one which decides whether to call the I-was-stunned method (``stun``) on all of the other peers and itself." +msgstr "" + diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index 05edf63699..188f07d373 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index 8cf5128d81..050df90569 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index 510b42afa6..faf3187447 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index 389c4aebfb..71f3894a22 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/webrtc.pot b/sphinx/templates/tutorials/networking/webrtc.pot index 2936fd9b5a..829fb8065a 100644 --- a/sphinx/templates/tutorials/networking/webrtc.pot +++ b/sphinx/templates/tutorials/networking/webrtc.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/websocket.pot b/sphinx/templates/tutorials/networking/websocket.pot index a177671338..087bec9eb2 100644 --- a/sphinx/templates/tutorials/networking/websocket.pot +++ b/sphinx/templates/tutorials/networking/websocket.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/batching.pot b/sphinx/templates/tutorials/optimization/batching.pot index 30092d1d9e..f67cf2abab 100644 --- a/sphinx/templates/tutorials/optimization/batching.pot +++ b/sphinx/templates/tutorials/optimization/batching.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/cpu_optimization.pot b/sphinx/templates/tutorials/optimization/cpu_optimization.pot index 940c0e88b5..3ae27d821e 100644 --- a/sphinx/templates/tutorials/optimization/cpu_optimization.pot +++ b/sphinx/templates/tutorials/optimization/cpu_optimization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/general_optimization.pot b/sphinx/templates/tutorials/optimization/general_optimization.pot index 65bd62fcac..a73b825012 100644 --- a/sphinx/templates/tutorials/optimization/general_optimization.pot +++ b/sphinx/templates/tutorials/optimization/general_optimization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -81,230 +81,250 @@ msgid "Probably the most important tool for optimization is the ability to measu msgstr "" #: ../../docs/tutorials/optimization/general_optimization.rst:55 -msgid "There are several methods of measuring performance, including : * Putting a start / stop timer around code of interest * Using the Godot profiler * Using external third party profilers * Using GPU profilers / debuggers * Checking the frame rate (with vsync disabled)" +msgid "There are several methods of measuring performance, including:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:62 +#: ../../docs/tutorials/optimization/general_optimization.rst:57 +msgid "Putting a start / stop timer around code of interest" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:58 +msgid "Using the Godot profiler" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:59 +msgid "Using external third party profilers" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:60 +msgid "Using GPU profilers / debuggers" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:61 +msgid "Checking the frame rate (with vsync disabled)" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:63 msgid "Be very aware that the relative performance of different areas can vary on different hardware. Often it is a good idea to make timings on more than one device, especially including mobile as well as desktop, if you are targeting mobile." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:68 +#: ../../docs/tutorials/optimization/general_optimization.rst:69 msgid "Limitations" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:70 +#: ../../docs/tutorials/optimization/general_optimization.rst:71 msgid "CPU Profilers are often the 'go to' method for measuring performance, however they don't always tell the whole story." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:73 +#: ../../docs/tutorials/optimization/general_optimization.rst:74 msgid "Bottlenecks are often on the GPU, `as a result` of instructions given by the CPU" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:75 +#: ../../docs/tutorials/optimization/general_optimization.rst:76 msgid "Spikes can occur in the Operating System processes (outside of Godot) `as a result` of instructions used in Godot (for example dynamic memory allocation)" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:77 +#: ../../docs/tutorials/optimization/general_optimization.rst:78 msgid "You may not be able to profile e.g. a mobile phone" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:78 +#: ../../docs/tutorials/optimization/general_optimization.rst:79 msgid "You may have to solve performance problems that occur on hardware you don't have access to" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:81 +#: ../../docs/tutorials/optimization/general_optimization.rst:82 msgid "As a result of these limitations, you often need to use detective work to find out where bottlenecks are." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:85 +#: ../../docs/tutorials/optimization/general_optimization.rst:86 msgid "Detective work" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:87 +#: ../../docs/tutorials/optimization/general_optimization.rst:88 msgid "Detective work is a crucial skill for developers (both in terms of performance, and also in terms of bug fixing). This can include hypothesis testing, and binary search." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:92 +#: ../../docs/tutorials/optimization/general_optimization.rst:93 msgid "Hypothesis testing" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:94 +#: ../../docs/tutorials/optimization/general_optimization.rst:95 msgid "Say for example you believe that sprites are slowing down your game. You can test this hypothesis for example by:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:97 +#: ../../docs/tutorials/optimization/general_optimization.rst:98 msgid "Measuring the performance when you add more sprites, or take some away." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:99 +#: ../../docs/tutorials/optimization/general_optimization.rst:100 msgid "This may lead to a further hypothesis - does the size of the sprite determine the performance drop?" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:102 +#: ../../docs/tutorials/optimization/general_optimization.rst:103 msgid "You can test this by keeping everything the same, but changing the sprite size, and measuring performance" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:106 +#: ../../docs/tutorials/optimization/general_optimization.rst:107 msgid "Binary search" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:108 +#: ../../docs/tutorials/optimization/general_optimization.rst:109 msgid "Say you know that frames are taking much longer than they should, but you are not sure where the bottleneck lies. You could begin by commenting out approximately half the routines that occur on a normal frame. Has the performance improved more or less than expected?" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:113 +#: ../../docs/tutorials/optimization/general_optimization.rst:114 msgid "Once you know which of the two halves contains the bottleneck, you can then repeat this process, until you have pinned down the problematic area." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:117 +#: ../../docs/tutorials/optimization/general_optimization.rst:118 msgid "Profilers" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:119 +#: ../../docs/tutorials/optimization/general_optimization.rst:120 msgid "Profilers allow you to time your program while running it. Profilers then provide results telling you what percentage of time was spent in different functions and areas, and how often functions were called." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:123 +#: ../../docs/tutorials/optimization/general_optimization.rst:124 msgid "This can be very useful both to identify bottlenecks and to measure the results of your improvements. Sometimes attempts to improve performance can backfire and lead to slower performance, so always use profiling and timing to guide your efforts." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:128 +#: ../../docs/tutorials/optimization/general_optimization.rst:129 msgid "For more info about using the profiler within Godot see :ref:`doc_debugger_panel`." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:132 +#: ../../docs/tutorials/optimization/general_optimization.rst:133 msgid "Principles" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:134 +#: ../../docs/tutorials/optimization/general_optimization.rst:135 msgid "Donald Knuth:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:136 +#: ../../docs/tutorials/optimization/general_optimization.rst:137 msgid "*Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%.*" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:143 +#: ../../docs/tutorials/optimization/general_optimization.rst:144 msgid "The messages are very important:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:145 +#: ../../docs/tutorials/optimization/general_optimization.rst:146 msgid "Programmer / Developer time is limited. Instead of blindly trying to speed up all aspects of a program we should concentrate our efforts on the aspects that really matter." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:148 +#: ../../docs/tutorials/optimization/general_optimization.rst:149 msgid "Efforts at optimization often end up with code that is harder to read and debug than non-optimized code. It is in our interests to limit this to areas that will really benefit." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:152 +#: ../../docs/tutorials/optimization/general_optimization.rst:153 msgid "Just because we `can` optimize a particular bit of code, it doesn't necessarily mean that we should. Knowing when, and when not to optimize is a great skill to develop." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:156 +#: ../../docs/tutorials/optimization/general_optimization.rst:157 msgid "One misleading aspect of the quote is that people tend to focus on the subquote \"premature optimization is the root of all evil\". While `premature` optimization is (by definition) undesirable, performant software is the result of performant design." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:162 +#: ../../docs/tutorials/optimization/general_optimization.rst:163 msgid "Performant design" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:164 +#: ../../docs/tutorials/optimization/general_optimization.rst:165 msgid "The danger with encouraging people to ignore optimization until necessary, is that it conveniently ignores that the most important time to consider performance is at the design stage, before a key has even hit a keyboard. If the design / algorithms of a program are inefficient, then no amount of polishing the details later will make it run fast. It may run `faster`, but it will never run as fast as a program designed for performance." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:171 +#: ../../docs/tutorials/optimization/general_optimization.rst:172 msgid "This tends to be far more important in game / graphics programming than in general programming. A performant design, even without low level optimization, will often run many times faster than a mediocre design with low level optimization." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:177 +#: ../../docs/tutorials/optimization/general_optimization.rst:178 msgid "Incremental design" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:179 +#: ../../docs/tutorials/optimization/general_optimization.rst:180 msgid "Of course, in practice, unless you have prior knowledge, you are unlikely to come up with the best design first time. So you will often make a series of versions of a particular area of code, each taking a different approach to the problem, until you come to a satisfactory solution. It is important not to spend too much time on the details at this stage until you have finalized the overall design, otherwise much of your work will be thrown out." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:186 +#: ../../docs/tutorials/optimization/general_optimization.rst:187 msgid "It is difficult to give general guidelines for performant design because this is so dependent on the problem. One point worth mentioning though, on the CPU side, is that modern CPUs are nearly always limited by memory bandwidth. This has led to a resurgence in data orientated design, which involves designing data structures and algorithms for locality of data and linear access, rather than jumping around in memory." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:194 +#: ../../docs/tutorials/optimization/general_optimization.rst:195 msgid "The optimization process" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:196 +#: ../../docs/tutorials/optimization/general_optimization.rst:197 msgid "Assuming we have a reasonable design, and taking our lessons from Knuth, our first step in optimization should be to identify the biggest bottlenecks - the slowest functions, the low hanging fruit." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:200 +#: ../../docs/tutorials/optimization/general_optimization.rst:201 msgid "Once we have successfully improved the speed of the slowest area, it may no longer be the bottleneck. So we should test / profile again, and find the next bottleneck on which to focus." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:204 +#: ../../docs/tutorials/optimization/general_optimization.rst:205 msgid "The process is thus:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:206 +#: ../../docs/tutorials/optimization/general_optimization.rst:207 msgid "Profile / Identify bottleneck" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:207 +#: ../../docs/tutorials/optimization/general_optimization.rst:208 msgid "Optimize bottleneck" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:208 +#: ../../docs/tutorials/optimization/general_optimization.rst:209 msgid "Return to step 1" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:211 +#: ../../docs/tutorials/optimization/general_optimization.rst:212 msgid "Optimizing bottlenecks" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:213 +#: ../../docs/tutorials/optimization/general_optimization.rst:214 msgid "Some profilers will even tell you which part of a function (which data accesses, calculations) are slowing things down." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:216 +#: ../../docs/tutorials/optimization/general_optimization.rst:217 msgid "As with design you should concentrate your efforts first on making sure the algorithms and data structures are the best they can be. Data access should be local (to make best use of CPU cache), and it can often be better to use compact storage of data (again, always profile to test results). Often you precalculate heavy computations ahead of time (e.g. at level load, or loading precalculated data files)." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:223 +#: ../../docs/tutorials/optimization/general_optimization.rst:224 msgid "Once algorithms and data are good, you can often make small changes in routines which improve performance, things like moving calculations outside of loops." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:226 +#: ../../docs/tutorials/optimization/general_optimization.rst:227 msgid "Always retest your timing / bottlenecks after making each change. Some changes will increase speed, others may have a negative effect. Sometimes a small positive effect will be outweighed by the negatives of more complex code, and you may choose to leave out that optimization." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:232 +#: ../../docs/tutorials/optimization/general_optimization.rst:233 msgid "Appendix" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:235 +#: ../../docs/tutorials/optimization/general_optimization.rst:236 msgid "Bottleneck math" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:237 +#: ../../docs/tutorials/optimization/general_optimization.rst:238 msgid "The proverb \"a chain is only as strong as its weakest link\" applies directly to performance optimization. If your project is spending 90% of the time in function 'A', then optimizing A can have a massive effect on performance." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:253 +#: ../../docs/tutorials/optimization/general_optimization.rst:254 msgid "So in this example improving this bottleneck A by a factor of 9x, decreases overall frame time by 5x, and increases frames per second by 5x." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:256 +#: ../../docs/tutorials/optimization/general_optimization.rst:257 msgid "If however, something else is running slowly and also bottlenecking your project, then the same improvement can lead to less dramatic gains:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:271 +#: ../../docs/tutorials/optimization/general_optimization.rst:272 msgid "So in this example, even though we have hugely optimized functionality A, the actual gain in terms of frame rate is quite small." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:274 +#: ../../docs/tutorials/optimization/general_optimization.rst:275 msgid "In games, things become even more complicated because the CPU and GPU run independently of one another. Your total frame time is determined by the slower of the two." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:290 +#: ../../docs/tutorials/optimization/general_optimization.rst:291 msgid "In this example, we optimized the CPU hugely again, but the frame time did not improve, because we are GPU-bottlenecked." msgstr "" diff --git a/sphinx/templates/tutorials/optimization/gpu_optimization.pot b/sphinx/templates/tutorials/optimization/gpu_optimization.pot index 5d78c8b89f..4d9a6698a2 100644 --- a/sphinx/templates/tutorials/optimization/gpu_optimization.pot +++ b/sphinx/templates/tutorials/optimization/gpu_optimization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/index.pot b/sphinx/templates/tutorials/optimization/index.pot index fe87352e62..ba3499cca7 100644 --- a/sphinx/templates/tutorials/optimization/index.pot +++ b/sphinx/templates/tutorials/optimization/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/optimizing_3d_performance.pot b/sphinx/templates/tutorials/optimization/optimizing_3d_performance.pot index 70cbb36797..ac7a681812 100644 --- a/sphinx/templates/tutorials/optimization/optimizing_3d_performance.pot +++ b/sphinx/templates/tutorials/optimization/optimizing_3d_performance.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_multimesh.pot b/sphinx/templates/tutorials/optimization/using_multimesh.pot index 9bc5ed6ea2..d3fdd58367 100644 --- a/sphinx/templates/tutorials/optimization/using_multimesh.pot +++ b/sphinx/templates/tutorials/optimization/using_multimesh.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_servers.pot b/sphinx/templates/tutorials/optimization/using_servers.pot index a6961bee11..263325b21d 100644 --- a/sphinx/templates/tutorials/optimization/using_servers.pot +++ b/sphinx/templates/tutorials/optimization/using_servers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index e5f137a91e..7b9b5c4d12 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index 6d8c37a5f9..ad6ff14149 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index 348137321c..7366a7e739 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -128,243 +128,255 @@ msgstr "" msgid "It's recommended to always use the ``delta`` parameter when relevant in your physics calculations, so that the game behaves correctly if you change the physics update rate or if the player's device can't keep up." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:99 +#: ../../docs/tutorials/physics/physics_introduction.rst:101 msgid "Collision layers and masks" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:101 +#: ../../docs/tutorials/physics/physics_introduction.rst:103 msgid "One of the most powerful, but frequently misunderstood, collision features is the collision layer system. This system allows you to build up complex interactions between a variety of objects. The key concepts are **layers** and **masks**. Each ``CollisionObject2D`` has 20 different physics layers it can interact with." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:107 +#: ../../docs/tutorials/physics/physics_introduction.rst:109 msgid "Let's look at each of the properties in turn:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:111 +#: ../../docs/tutorials/physics/physics_introduction.rst:113 msgid "collision_layer" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:110 +#: ../../docs/tutorials/physics/physics_introduction.rst:112 msgid "This describes the layers that the object appears **in**. By default, all bodies are on layer ``1``." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:116 +#: ../../docs/tutorials/physics/physics_introduction.rst:118 msgid "collision_mask" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:114 +#: ../../docs/tutorials/physics/physics_introduction.rst:116 msgid "This describes what layers the body will **scan** for collisions. If an object isn't in one of the mask layers, the body will ignore it. By default, all bodies scan layer ``1``." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:118 +#: ../../docs/tutorials/physics/physics_introduction.rst:120 msgid "These properties can be configured via code, or by editing them in the Inspector." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:120 +#: ../../docs/tutorials/physics/physics_introduction.rst:122 msgid "Keeping track of what you're using each layer for can be difficult, so you may find it useful to assign names to the layers you're using. Names can be assigned in Project Settings -> Layer Names." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:126 -msgid "**Example:**" +#: ../../docs/tutorials/physics/physics_introduction.rst:129 +msgid "GUI example" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:128 +#: ../../docs/tutorials/physics/physics_introduction.rst:131 msgid "You have four node types in your game: Walls, Player, Enemy, and Coin. Both Player and Enemy should collide with Walls. The Player node should detect collisions with both Enemy and Coin, but Enemy and Coin should ignore each other." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:133 +#: ../../docs/tutorials/physics/physics_introduction.rst:136 msgid "Start by naming layers 1-4 \"walls\", \"player\", \"enemies\", and \"coins\" and place each node type in its respective layer using the \"Layer\" property. Then set each node's \"Mask\" property by selecting the layers it should interact with. For example, the Player's settings would look like this:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:142 -msgid "Area2D" -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:144 -msgid "Area nodes provide **detection** and **influence**. They can detect when objects overlap and emit signals when bodies enter or exit. Areas can also be used to override physics properties, such as gravity or damping, in a defined area." +#: ../../docs/tutorials/physics/physics_introduction.rst:147 +msgid "Code example" msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:149 -msgid "There are three main uses for :ref:`Area2D `:" +msgid "In function calls, layers are specified as a bitmask. Where a function enables all layers by default, the layer mask will be given as ``0x7fffffff``. Your code can use binary, hexadecimal, or decimal notation for layer masks, depending on your preference." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:151 -msgid "Overriding physics parameters (such as gravity) in a given region." -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:153 -msgid "Detecting when other bodies enter or exit a region or what bodies are currently in a region." -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:155 -msgid "Checking other areas for overlap." -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:157 -msgid "By default, areas also receive mouse and touchscreen input." -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:160 -msgid "StaticBody2D" -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:162 -msgid "A static body is one that is not moved by the physics engine. It participates in collision detection, but does not move in response to the collision. However, it can impart motion or rotation to a colliding body **as if** it were moving, using its ``constant_linear_velocity`` and ``constant_angular_velocity`` properties." -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:167 -msgid "``StaticBody2D`` nodes are most often used for objects that are part of the environment or that do not need to have any dynamic behavior." -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:170 -msgid "Example uses for ``StaticBody2D``:" -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:172 -msgid "Platforms (including moving platforms)" -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:173 -msgid "Conveyor belts" +#: ../../docs/tutorials/physics/physics_introduction.rst:154 +msgid "The code equivalent of the above example where layers 1, 3 and 4 were enabled would be as follows::" msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:174 -msgid "Walls and other obstacles" +msgid "Area2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:177 -msgid "RigidBody2D" +#: ../../docs/tutorials/physics/physics_introduction.rst:176 +msgid "Area nodes provide **detection** and **influence**. They can detect when objects overlap and emit signals when bodies enter or exit. Areas can also be used to override physics properties, such as gravity or damping, in a defined area." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:179 -msgid "This is the node that implements simulated 2D physics. You do not control a :ref:`RigidBody2D ` directly. Instead, you apply forces to it and the physics engine calculates the resulting movement, including collisions with other bodies, and collision responses, such as bouncing, rotating, etc." +#: ../../docs/tutorials/physics/physics_introduction.rst:181 +msgid "There are three main uses for :ref:`Area2D `:" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:183 +msgid "Overriding physics parameters (such as gravity) in a given region." msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:185 -msgid "You can modify a rigid body's behavior via properties such as \"Mass\", \"Friction\", or \"Bounce\", which can be set in the Inspector." +msgid "Detecting when other bodies enter or exit a region or what bodies are currently in a region." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:188 -msgid "The body's behavior is also affected by the world's properties, as set in `Project Settings -> Physics`, or by entering an :ref:`Area2D ` that is overriding the global physics properties." +#: ../../docs/tutorials/physics/physics_introduction.rst:187 +msgid "Checking other areas for overlap." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:189 +msgid "By default, areas also receive mouse and touchscreen input." msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:192 -msgid "When a rigid body is at rest and hasn't moved for a while, it goes to sleep. A sleeping body acts like a static body, and its forces are not calculated by the physics engine. The body will wake up when forces are applied, either by a collision or via code." +msgid "StaticBody2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:198 -msgid "Rigid body modes" +#: ../../docs/tutorials/physics/physics_introduction.rst:194 +msgid "A static body is one that is not moved by the physics engine. It participates in collision detection, but does not move in response to the collision. However, it can impart motion or rotation to a colliding body **as if** it were moving, using its ``constant_linear_velocity`` and ``constant_angular_velocity`` properties." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:200 -msgid "A rigid body can be set to one of four modes:" +#: ../../docs/tutorials/physics/physics_introduction.rst:199 +msgid "``StaticBody2D`` nodes are most often used for objects that are part of the environment or that do not need to have any dynamic behavior." msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:202 -msgid "**Rigid** - The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode." -msgstr "" - -#: ../../docs/tutorials/physics/physics_introduction.rst:203 -msgid "**Static** - The body behaves like a :ref:`StaticBody2D ` and does not move." +msgid "Example uses for ``StaticBody2D``:" msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:204 -msgid "**Character** - Similar to \"Rigid\" mode, but the body cannot rotate." +msgid "Platforms (including moving platforms)" msgstr "" #: ../../docs/tutorials/physics/physics_introduction.rst:205 +msgid "Conveyor belts" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:206 +msgid "Walls and other obstacles" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:209 +msgid "RigidBody2D" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:211 +msgid "This is the node that implements simulated 2D physics. You do not control a :ref:`RigidBody2D ` directly. Instead, you apply forces to it and the physics engine calculates the resulting movement, including collisions with other bodies, and collision responses, such as bouncing, rotating, etc." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:217 +msgid "You can modify a rigid body's behavior via properties such as \"Mass\", \"Friction\", or \"Bounce\", which can be set in the Inspector." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:220 +msgid "The body's behavior is also affected by the world's properties, as set in `Project Settings -> Physics`, or by entering an :ref:`Area2D ` that is overriding the global physics properties." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:224 +msgid "When a rigid body is at rest and hasn't moved for a while, it goes to sleep. A sleeping body acts like a static body, and its forces are not calculated by the physics engine. The body will wake up when forces are applied, either by a collision or via code." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:230 +msgid "Rigid body modes" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:232 +msgid "A rigid body can be set to one of four modes:" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:234 +msgid "**Rigid** - The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:235 +msgid "**Static** - The body behaves like a :ref:`StaticBody2D ` and does not move." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:236 +msgid "**Character** - Similar to \"Rigid\" mode, but the body cannot rotate." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:237 msgid "**Kinematic** - The body behaves like a :ref:`KinematicBody2D ` and must be moved by code." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:208 +#: ../../docs/tutorials/physics/physics_introduction.rst:240 msgid "Using RigidBody2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:210 +#: ../../docs/tutorials/physics/physics_introduction.rst:242 msgid "One of the benefits of using a rigid body is that a lot of behavior can be had \"for free\" without writing any code. For example, if you were making an \"Angry Birds\"-style game with falling blocks, you would only need to create RigidBody2Ds and adjust their properties. Stacking, falling, and bouncing would automatically be calculated by the physics engine." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:216 +#: ../../docs/tutorials/physics/physics_introduction.rst:248 msgid "However, if you do wish to have some control over the body, you should take care - altering the ``position``, ``linear_velocity``, or other physics properties of a rigid body can result in unexpected behavior. If you need to alter any of the physics-related properties, you should use the :ref:`_integrate_forces() ` callback instead of ``_physics_process()``. In this callback, you have access to the body's :ref:`Physics2DDirectBodyState `, which allows for safely changing properties and synchronizing them with the physics engine." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:225 +#: ../../docs/tutorials/physics/physics_introduction.rst:257 msgid "For example, here is the code for an \"Asteroids\" style spaceship:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:270 +#: ../../docs/tutorials/physics/physics_introduction.rst:302 msgid "Note that we are not setting the ``linear_velocity`` or ``angular_velocity`` properties directly, but rather applying forces (``thrust`` and ``torque``) to the body and letting the physics engine calculate the resulting movement." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:274 +#: ../../docs/tutorials/physics/physics_introduction.rst:306 msgid "When a rigid body goes to sleep, the ``_integrate_forces()`` function will not be called. To override this behavior, you will need to keep the body awake by creating a collision, applying a force to it, or by disabling the :ref:`can_sleep ` property. Be aware that this can have a negative effect on performance." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:281 +#: ../../docs/tutorials/physics/physics_introduction.rst:313 msgid "Contact reporting" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:283 +#: ../../docs/tutorials/physics/physics_introduction.rst:315 msgid "By default, rigid bodies do not keep track of contacts, because this can require a huge amount of memory if many bodies are in the scene. To enable contact reporting, set the :ref:`contacts_reported ` property to a non-zero value. The contacts can then be obtained via :ref:`Physics2DDirectBodyState.get_contact_count() ` and related functions." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:290 +#: ../../docs/tutorials/physics/physics_introduction.rst:322 msgid "Contact monitoring via signals can be enabled via the :ref:`contact_monitor ` property. See :ref:`RigidBody2D ` for the list of available signals." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:295 +#: ../../docs/tutorials/physics/physics_introduction.rst:327 msgid "KinematicBody2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:297 +#: ../../docs/tutorials/physics/physics_introduction.rst:329 msgid ":ref:`KinematicBody2D ` bodies detect collisions with other bodies, but are not affected by physics properties like gravity or friction. Instead, they must be controlled by the user via code. The physics engine will not move a kinematic body." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:302 +#: ../../docs/tutorials/physics/physics_introduction.rst:334 msgid "When moving a kinematic body, you should not set its ``position`` directly. Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods. These methods move the body along a given vector, and it will instantly stop if a collision is detected with another body. After the body has collided, any collision response must be coded manually." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:309 +#: ../../docs/tutorials/physics/physics_introduction.rst:341 msgid "Kinematic collision response" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:311 +#: ../../docs/tutorials/physics/physics_introduction.rst:343 msgid "After a collision, you may want the body to bounce, to slide along a wall, or to alter the properties of the object it hit. The way you handle collision response depends on which method you used to move the KinematicBody2D." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:316 +#: ../../docs/tutorials/physics/physics_introduction.rst:348 msgid ":ref:`move_and_collide `" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:318 +#: ../../docs/tutorials/physics/physics_introduction.rst:350 msgid "When using ``move_and_collide()``, the function returns a :ref:`KinematicCollision2D ` object, which contains information about the collision and the colliding body. You can use this information to determine the response." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:323 +#: ../../docs/tutorials/physics/physics_introduction.rst:355 msgid "For example, if you want to find the point in space where the collision occurred:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:354 +#: ../../docs/tutorials/physics/physics_introduction.rst:386 msgid "Or to bounce off of the colliding object:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:383 +#: ../../docs/tutorials/physics/physics_introduction.rst:415 msgid ":ref:`move_and_slide `" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:385 +#: ../../docs/tutorials/physics/physics_introduction.rst:417 msgid "Sliding is a common collision response; imagine a player moving along walls in a top-down game or running up and down slopes in a platformer. While it's possible to code this response yourself after using ``move_and_collide()``, ``move_and_slide()`` provides a convenient way to implement sliding movement without writing much code." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:391 +#: ../../docs/tutorials/physics/physics_introduction.rst:423 msgid "``move_and_slide()`` automatically includes the timestep in its calculation, so you should **not** multiply the velocity vector by ``delta``." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:395 +#: ../../docs/tutorials/physics/physics_introduction.rst:427 msgid "For example, use the following code to make a character that can walk along the ground (including slopes) and jump when standing on the ground:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:462 +#: ../../docs/tutorials/physics/physics_introduction.rst:494 msgid "See :ref:`doc_kinematic_character_2d` for more details on using ``move_and_slide()``, including a demo project with detailed code." msgstr "" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index c12effb59f..ac35ce905a 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -121,6 +121,6 @@ msgid "Make sure to set up your collision layers and masks properly so the ``Kin msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:86 -msgid "For more information, read :ref:`doc_physics_introduction`" +msgid "For more information, read :ref:`doc_physics_introduction_collision_layers_and_masks`." msgstr "" diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index 509c9516b4..ac8f480fb3 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -120,23 +120,27 @@ msgstr "" msgid "The optional fourth argument for ``intersect_ray()`` is a collision mask. For example, to use the same mask as the parent body, use the ``collision_mask`` member variable:" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:226 +#: ../../docs/tutorials/physics/ray-casting.rst:224 +msgid "See :ref:`doc_physics_introduction_collision_layer_code_example` for details on how to set the collision mask." +msgstr "" + +#: ../../docs/tutorials/physics/ray-casting.rst:227 msgid "3D ray casting from screen" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:228 +#: ../../docs/tutorials/physics/ray-casting.rst:229 msgid "Casting a ray from screen to 3D physics space is useful for object picking. There is not much need to do this because :ref:`CollisionObject ` has an \"input_event\" signal that will let you know when it was clicked, but in case there is any desire to do it manually, here's how." msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:234 +#: ../../docs/tutorials/physics/ray-casting.rst:235 msgid "To cast a ray from the screen, you need a :ref:`Camera ` node. A ``Camera`` can be in two projection modes: perspective and orthogonal. Because of this, both the ray origin and direction must be obtained. This is because ``origin`` changes in orthogonal mode, while ``normal`` changes in perspective mode:" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:242 +#: ../../docs/tutorials/physics/ray-casting.rst:243 msgid "To obtain it using a camera, the following code can be used:" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:270 +#: ../../docs/tutorials/physics/ray-casting.rst:271 msgid "Remember that during ``_input()``, the space may be locked, so in practice this query should be run in ``_physics_process()``." msgstr "" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index 6aed8d454c..c558804240 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/soft_body.pot b/sphinx/templates/tutorials/physics/soft_body.pot index 58cf451778..1f40a7afd3 100644 --- a/sphinx/templates/tutorials/physics/soft_body.pot +++ b/sphinx/templates/tutorials/physics/soft_body.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_area_2d.pot b/sphinx/templates/tutorials/physics/using_area_2d.pot index 907b445383..e0971dd420 100644 --- a/sphinx/templates/tutorials/physics/using_area_2d.pot +++ b/sphinx/templates/tutorials/physics/using_area_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot index c20ed40f71..736467b24a 100644 --- a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot index baaaca0fdc..3522d8527e 100644 --- a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index 8d191534fb..f207c86d27 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot index 4028573c69..13ce769c86 100644 --- a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot +++ b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/html5_shell_classref.pot b/sphinx/templates/tutorials/platform/html5_shell_classref.pot index c0fb050eb9..ab1fd1ae13 100644 --- a/sphinx/templates/tutorials/platform/html5_shell_classref.pot +++ b/sphinx/templates/tutorials/platform/html5_shell_classref.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index 260547f975..a00e0f5b85 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/platform_html5.pot b/sphinx/templates/tutorials/platform/platform_html5.pot index 4ac6551873..21d850f081 100644 --- a/sphinx/templates/tutorials/platform/platform_html5.pot +++ b/sphinx/templates/tutorials/platform/platform_html5.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/services_for_ios.pot b/sphinx/templates/tutorials/platform/services_for_ios.pot index c5a506e6fd..a213bf34b3 100644 --- a/sphinx/templates/tutorials/platform/services_for_ios.pot +++ b/sphinx/templates/tutorials/platform/services_for_ios.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/android_plugin.pot b/sphinx/templates/tutorials/plugins/android/android_plugin.pot index 2826d7da79..3666de21a4 100644 --- a/sphinx/templates/tutorials/plugins/android/android_plugin.pot +++ b/sphinx/templates/tutorials/plugins/android/android_plugin.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/index.pot b/sphinx/templates/tutorials/plugins/android/index.pot index 82c4c836cb..3912ee97d7 100644 --- a/sphinx/templates/tutorials/plugins/android/index.pot +++ b/sphinx/templates/tutorials/plugins/android/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index 5b646547c8..e4886124c3 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index 0f30d52819..4da0921ee7 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot index 0580af4515..3a453736b5 100644 --- a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot b/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot index fb6ae45ab7..6c7aa8a015 100644 --- a/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot index 69a60801de..d794c66145 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index 3de27c7d8b..d52fdb9c80 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot index 87c9829407..7d371e7752 100644 --- a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot +++ b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot index 0448b9cbac..853783b45d 100644 --- a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot index 7418c38028..f229d6bb45 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot index 0d0d7f39b5..ad366d1291 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/index.pot b/sphinx/templates/tutorials/plugins/gdnative/index.pot index 0f79690eac..ada8cebe20 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/index.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index 5c8116d34d..d06d5a7562 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot index 688c2ed4a5..38ded33a1e 100644 --- a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot +++ b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot b/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot index 35c4a403fd..775fb4e5a5 100644 --- a/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot +++ b/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/index.pot b/sphinx/templates/tutorials/shading/index.pot index d0583e0945..181281069e 100644 --- a/sphinx/templates/tutorials/shading/index.pot +++ b/sphinx/templates/tutorials/shading/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot index f83f717c32..b9f7adf6ee 100644 --- a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot +++ b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot index f95db37eb5..79282eb29e 100644 --- a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot +++ b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot index e2a990186c..fd7da9834d 100644 --- a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shader_materials.pot b/sphinx/templates/tutorials/shading/shader_materials.pot index d781918d26..085dc79723 100644 --- a/sphinx/templates/tutorials/shading/shader_materials.pot +++ b/sphinx/templates/tutorials/shading/shader_materials.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot index caefb28fce..1b1e9aa549 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/index.pot b/sphinx/templates/tutorials/shading/shading_reference/index.pot index 711b29b80b..f789715633 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/index.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot index 4a15342d13..8ffc376ade 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot index 37a9ec5f57..92216a0603 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot index 1a6689a816..7c02fd6c02 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot index 9bf7517c65..5d8d7cb3e5 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/visual_shaders.pot b/sphinx/templates/tutorials/shading/visual_shaders.pot index a2377effd0..25827fc17f 100644 --- a/sphinx/templates/tutorials/shading/visual_shaders.pot +++ b/sphinx/templates/tutorials/shading/visual_shaders.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/index.pot b/sphinx/templates/tutorials/shading/your_first_shader/index.pot index a49165994c..32371211c4 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/index.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot index c9e46b7ad4..528c5b97bf 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot index 624f598ebb..e2a0eb0f28 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot index e1d591e497..7790447634 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot index 53be558c57..2ca0f28c00 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/index.pot b/sphinx/templates/tutorials/threads/index.pot index 85c1615491..1a125a4ef5 100644 --- a/sphinx/templates/tutorials/threads/index.pot +++ b/sphinx/templates/tutorials/threads/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/thread_safe_apis.pot b/sphinx/templates/tutorials/threads/thread_safe_apis.pot index 668df39ead..fd96ed0aa4 100644 --- a/sphinx/templates/tutorials/threads/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/threads/thread_safe_apis.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/using_multiple_threads.pot b/sphinx/templates/tutorials/threads/using_multiple_threads.pot index fc1b0b8e97..d0000e629b 100644 --- a/sphinx/templates/tutorials/threads/using_multiple_threads.pot +++ b/sphinx/templates/tutorials/threads/using_multiple_threads.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot index c653995077..c6713c3459 100644 --- a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/index.pot b/sphinx/templates/tutorials/viewports/index.pot index f796556f95..7cdc67ad1d 100644 --- a/sphinx/templates/tutorials/viewports/index.pot +++ b/sphinx/templates/tutorials/viewports/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot index 31f7d1a97c..7c4ea4ea86 100644 --- a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot index c65ab56b07..ba5d91aaf2 100644 --- a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/viewports.pot b/sphinx/templates/tutorials/viewports/viewports.pot index 4e7c7a3aab..5c6098146c 100644 --- a/sphinx/templates/tutorials/viewports/viewports.pot +++ b/sphinx/templates/tutorials/viewports/viewports.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/developing_for_oculus_quest.pot b/sphinx/templates/tutorials/vr/developing_for_oculus_quest.pot index b8db81ee52..053fe1667e 100644 --- a/sphinx/templates/tutorials/vr/developing_for_oculus_quest.pot +++ b/sphinx/templates/tutorials/vr/developing_for_oculus_quest.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/index.pot b/sphinx/templates/tutorials/vr/index.pot index 36bd3af701..536d048b4e 100644 --- a/sphinx/templates/tutorials/vr/index.pot +++ b/sphinx/templates/tutorials/vr/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_primer.pot b/sphinx/templates/tutorials/vr/vr_primer.pot index 0b7c2ac0bc..de0b81cc85 100644 --- a/sphinx/templates/tutorials/vr/vr_primer.pot +++ b/sphinx/templates/tutorials/vr/vr_primer.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot index 673c402786..9e5f77d55c 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot index d2c6016c0d..f367b13261 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot index 3c343e7073..1b6af43c21 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/weblate/docs/docs.pot b/weblate/docs/docs.pot index ac35f3811a..c40e847a5f 100644 --- a/weblate/docs/docs.pot +++ b/weblate/docs/docs.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\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 \n" "Language-Team: LANGUAGE \n" @@ -3167,30 +3167,35 @@ msgid "" "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 `_." 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 " @@ -3199,24 +3204,24 @@ msgid "" "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 " @@ -3224,7 +3229,7 @@ msgid "" "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 " @@ -3233,163 +3238,163 @@ msgid "" "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." @@ -3429,7 +3434,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:29 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:46 #: ../../docs/development/file_formats/tscn.rst:28 msgid "Nodes" @@ -3551,7 +3556,7 @@ 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 " +"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 "" @@ -3566,7 +3571,7 @@ 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 " +"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 "" @@ -4199,10 +4204,10 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:100 msgid "" -"Before continuing, please make sure to read the :ref:" +"Before continuing, make sure to skim and bookmark the :ref:" "`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." +"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 @@ -10393,11 +10398,11 @@ msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:23 msgid "" -"The `Singleton Pattern `_ " +"The `Singleton pattern `_ " "is a useful tool for solving the common use case where you need to store " -"persistent information between scenes. In our case it is possible re-use the " -"same scene or class for multiple singletons, so long as they have different " -"names." +"persistent information between scenes. In our case, it's possible to reuse " +"the same scene or class for multiple singletons as long as they have " +"different names." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29 @@ -10405,46 +10410,58 @@ msgid "Using this concept, you can create objects that:" msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:31 -msgid "Are always loaded, no matter which scene is currently running" +msgid "Are always loaded, no matter which scene is currently running." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32 -msgid "Can store global variables, such as player information" +msgid "Can store global variables such as player information." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:33 -msgid "Can handle switching scenes and between-scene transitions" +msgid "Can handle switching scenes and between-scene transitions." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:34 msgid "" -"Act like a singleton, since GDScript does not support global variables by " -"design" +"*Act* like a singleton, since GDScript does not support global variables by " +"design." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:36 msgid "Autoloading nodes and scripts can give us these characteristics." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:39 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:40 +msgid "" +"Godot won't make an AutoLoad a \"true\" singleton as per the singleton " +"design pattern. It may still be instanced more than once by the user if " +"desired." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:44 msgid "AutoLoad" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:41 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:46 msgid "" -"You can use AutoLoad to load a scene or a script that inherits from :ref:" -"`Node `. Note: when autoloading a script, a Node will be created " -"and the script will be attached to it. This node will be added to the root " -"viewport before any other scenes are loaded." +"You can create an AutoLoad to load a scene or a script that inherits from :" +"ref:`class_Node`." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:48 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:51 msgid "" -"To autoload a scene or script, select ``Project -> Project Settings`` from " -"the menu and switch to the \"AutoLoad\" tab." +"When autoloading a script, a :ref:`class_Node` will be created and the " +"script will be attached to it. This node will be added to the root viewport " +"before any other scenes are loaded." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:53 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:57 +msgid "" +"To autoload a scene or script, select **Project > Project Settings** from " +"the menu and switch to the **AutoLoad** tab." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:62 msgid "" "Here you can add any number of scenes or scripts. Each entry in the list " "requires a name, which is assigned as the node's ``name`` property. The " @@ -10452,45 +10469,45 @@ msgid "" "manipulated using the up/down arrow keys." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:69 msgid "" "This means that any node can access a singleton named \"PlayerVariables\" " "with:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:82 msgid "" -"If the \"Enable\" column is checked (default ``true``) then the singleton " -"can simply be accessed directly:" +"If the **Enable** column is checked (which is the default), then the " +"singleton can be accessed directly without requiring ``get_node()``:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:86 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:95 msgid "" "Note that autoload objects (scripts and/or scenes) are accessed just like " "any other node in the scene tree. In fact, if you look at the running scene " "tree, you'll see the autoloaded nodes appear:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:93 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:102 msgid "Custom scene switcher" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:95 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:104 msgid "" -"This tutorial will demonstrate building a scene switcher using autoload. For " -"basic scene switching, you can use the :ref:`SceneTree.change_scene() " +"This tutorial will demonstrate building a scene switcher using autoloads. " +"For basic scene switching, you can use the :ref:`SceneTree.change_scene() " "` method (see :ref:`doc_scene_tree` for " "details). However, if you need more complex behavior when changing scenes, " "this method provides more functionality." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:101 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:110 msgid "" "To begin, download the template from here: :download:`autoload.zip ` and open it in Godot." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:104 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:113 msgid "" "The project contains two scenes: ``Scene1.tscn`` and ``Scene2.tscn``. Each " "scene contains a label displaying the scene name and a button with its " @@ -10498,45 +10515,45 @@ msgid "" "``Scene1.tscn``. However, pressing the button does nothing." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:110 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:119 msgid "Global.gd" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:112 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:121 msgid "" -"Switch to the \"Script\" tab and create a new script called Global.gd. Make " -"sure it inherits from ``Node``:" +"Switch to the **Script** tab and create a new script called ``Global.gd``. " +"Make sure it inherits from ``Node``:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:117 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:126 msgid "" -"The next step is to add this script to the autoLoad list. Open ``Project > " -"Project Settings`` from the menu, switch to the \"AutoLoad\" tab and select " +"The next step is to add this script to the autoLoad list. Open **Project > " +"Project Settings** from the menu, switch to the **AutoLoad** tab and select " "the script by clicking the browse button or typing its path: ``res://Global." -"gd``. Press \"Add\" to add it to the autoload list:" +"gd``. Press **Add** to add it to the autoload list:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:124 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:133 msgid "" "Now whenever we run any scene in the project, this script will always be " "loaded." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:126 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:135 msgid "" "Returning to the script, it needs to fetch the current scene in the " "`_ready()` function. Both the current scene (the one with the button) and " -"``global.gd`` are children of root, but autoloaded nodes are always first. " +"``Global.gd`` are children of root, but autoloaded nodes are always first. " "This means that the last child of root is always the loaded scene." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:158 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:167 msgid "" "Now we need a function for changing the scene. This function needs to free " "the current scene and replace it with the requested one." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:227 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:236 msgid "" "Using :ref:`Object.call_deferred() `, the " "second function will only run once all code from the current scene has " @@ -10544,28 +10561,37 @@ msgid "" "being used (i.e. its code is still running)." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:232 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:241 msgid "" "Finally, we need to fill the empty callback functions in the two scenes:" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:252 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:261 #: ../../docs/tutorials/math/vector_math.rst:262 msgid "and" msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:272 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:281 msgid "" "Run the project and test that you can switch between scenes by pressing the " "button." msgstr "" -#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:275 +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:286 msgid "" -"Note: When scenes are small, the transition is instantaneous. However, if " -"your scenes are more complex, they may take a noticeable amount of time to " +"When scenes are small, the transition is instantaneous. However, if your " +"scenes are more complex, they may take a noticeable amount of time to " "appear. To learn how to handle this, see the next tutorial: :ref:" -"`doc_background_loading`" +"`doc_background_loading`." +msgstr "" + +#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:290 +msgid "" +"Alternatively, if the loading time is relatively short (less than 3 seconds " +"or so), you can display a \"loading plaque\" by showing some kind of 2D " +"element just before changing the scene. You can then hide it just after the " +"scene is changed. This can be used to indicate to the player that a scene is " +"being loaded." msgstr "" #: ../../docs/getting_started/editor/index.rst:2 @@ -16519,9 +16545,9 @@ msgid "" "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." +"`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 @@ -17857,7 +17883,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:643 msgid "" -"These function should come first because they show how the object is " +"These functions should come first because they show how the object is " "initialized." msgstr "" @@ -18180,9 +18206,9 @@ 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." +"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 @@ -19928,15 +19954,15 @@ msgid "" 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 @@ -19944,11 +19970,12 @@ 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 @@ -20016,31 +20043,31 @@ msgstr "" msgid "Visual Studio for Mac" 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 `_ to enable features like syntax highlighting and IntelliSense." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 +#: ../../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 \"Configure VS2019 for Debugging\" section below." +"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 +#: ../../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 " +"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 " @@ -20049,11 +20076,11 @@ msgid "" "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``) " @@ -20065,18 +20092,18 @@ msgid "" "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 #: ../../docs/tutorials/io/background_loading.rst:87 #: ../../docs/tutorials/misc/pausing_games.rst:80 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 " @@ -20085,7 +20112,7 @@ msgid "" "`@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 " @@ -20093,11 +20120,11 @@ msgid "" "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 " @@ -20105,15 +20132,29 @@ msgid "" "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 " @@ -20122,24 +20163,24 @@ msgid "" "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 " @@ -20149,18 +20190,18 @@ msgid "" "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 `_, the performance of C# in Godot — while generally in the same " @@ -20171,11 +20212,11 @@ msgid "" "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 `_ packages can be installed and used with " "Godot, as with any C# project. Many IDEs are able to add packages directly. " @@ -20183,7 +20224,7 @@ msgid "" "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 " @@ -20191,36 +20232,36 @@ msgid "" "(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 `_ 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 `_ can be used as described `here `_." 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 " @@ -20228,66 +20269,66 @@ msgid "" "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 `_." 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 `_ 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 " @@ -20684,7 +20725,7 @@ msgid "" 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 @@ -21999,7 +22040,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:2 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 #: ../../docs/tutorials/3d/using_gridmaps.rst:60 msgid "Materials" msgstr "" @@ -23594,23 +23635,23 @@ msgid "" "glTF binary files are fine." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57 msgid "" "Blender does not export emissive textures with the glTF file. If your model " -"uses one it must be brought in separately." +"uses one, it must be brought in separately." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:61 msgid "Exporting DAE files from Blender" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 msgid "" "Blender has built-in COLLADA support, but it does not work properly for the " "needs of game engines and should not be used as is." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66 msgid "" "Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot. It " @@ -23618,11 +23659,11 @@ msgid "" "the future." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71 msgid "Exporting ESCN files from Blender" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:70 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73 msgid "" "The most powerful one, called `godot-blender-exporter `__. It uses a .escn file, which is kind " @@ -23631,144 +23672,144 @@ msgid "" "experimental." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79 msgid "" "The ESCN exporter has a detailed `document `__ " "describing its functionality and usage." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 msgid "Import workflows" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:82 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "" "Godot scene importer allows different workflows regarding how data is " "imported. Depending on many options, it is possible to import a scene with:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:88 msgid "" "External materials (default): Where each material is saved to a file " "resource. Modifications to them are kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 msgid "" "External meshes: Where each mesh is saved to a different file. Many users " "prefer to deal with meshes directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90 msgid "" "External animations: Allowing saved animations to be modified and merged " "when sources change." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:88 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91 msgid "" "External scenes: Save each of the root nodes of the imported scenes as a " "separate scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:92 msgid "Single scene: A single scene file with everything built in." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 msgid "" "As different developers have different needs, this import process is highly " "customizable." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:99 msgid "Import options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:98 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:101 msgid "The importer has several options, which will be discussed below:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 msgid "Root Type" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:108 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 msgid "" "By default, the type of the root node in imported scenes is \"Spatial\", but " "this can be modified." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:114 msgid "Root Name" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 msgid "Allows setting a specific name to the generated root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119 msgid "Root Scale" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 msgid "The scale of the root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:124 msgid "Custom Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:126 msgid "" "A special script to process the whole scene after import can be provided. " "This is great for post processing, changing materials, doing funny stuff " "with the geometry etc." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:127 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130 msgid "Create a script like this:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:139 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142 msgid "" "The ``post_import`` function takes the imported scene as argument (the " "parameter is actually the root node of the scene). The scene that will " "finally be used must be returned. It can be a different one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313 msgid "Storage" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:146 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:149 msgid "" "By default, Godot imports a single scene. This option allows specifying that " "nodes below the root will each be a separate scene and instanced into the " "imported one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:153 msgid "" "Of course, instancing such imported scenes in other places manually works, " "too." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160 #: ../../docs/tutorials/io/data_paths.rst:51 msgid "Location" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162 msgid "" "Godot supports materials in meshes or nodes. By default, materials will be " "put on each node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168 msgid "" "Materials can be stored within the scene or in external files. By default, " "they are stored in external files so editing them is possible. This is " @@ -23776,117 +23817,117 @@ msgid "" "in Godot." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172 msgid "" "When materials are built-in, they will be lost each time the source scene is " "modified and re-imported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176 msgid "Keep On Reimport" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:178 msgid "" "Once materials are edited to use Godot features, the importer will keep the " "edited ones and ignore the ones coming from the source scene. This option is " "only present if materials are saved as files." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 msgid "Meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186 msgid "Compress" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188 msgid "" "Makes meshes use less precise numbers for multiple aspects of the mesh in " "order to save space." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 msgid "These are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 msgid "" "Transform Matrix (Location, rotation, and scale) : 32-bit float " "to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 msgid "" "Vertices : 32-bit float " "to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 msgid "" "Normals : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 msgid "" "Tangents : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 msgid "" "Vertex Colors : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 msgid "" "UV : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "" "UV2 : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199 msgid "" "Vertex weights : 32-bit float " "to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 msgid "" "Armature bones : 32-bit float " "to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 msgid "" "Array index : 32-bit or 16-" "bit unsigned integer based on how many elements there are." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:205 msgid "Additional info:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 msgid "" "UV2 = The second UV channel for detail textures and baked lightmap textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:205 msgid "" "Array index = An array of numbers that number each element of the arrays " "above; i.e. they number the vertices and normals." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207 msgid "" "In some cases, this might lead to loss of precision, so disabling this " "option may be needed. For instance, if a mesh is very big or there are " @@ -23895,11 +23936,11 @@ msgid "" "exactly where they should be." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:213 msgid "Ensure Tangents" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:215 msgid "" "If textures with normal mapping are to be used, meshes need to have tangent " "arrays. This option ensures that these are generated if not present in the " @@ -23907,60 +23948,60 @@ msgid "" "them generated in the exporter." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 msgid "" "Meshes can be stored in separate files (resources) instead of built-in. This " "does not have much practical use unless one wants to build objects with them " "directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226 msgid "" "This option is provided to help those who prefer working directly with " "meshes instead of scenes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230 msgid "Light Baking" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 msgid "Whether or not the mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:234 msgid "**Disabled:** The mesh is not used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 msgid "**Enable:** The mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236 msgid "" "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second " "UV layer for lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 msgid "For more information on light baking see :ref:`doc_baked_lightmaps`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241 msgid "External Files" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:243 msgid "" "Generated meshes and materials can be optionally stored in a subdirectory " "with the name of the scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:247 msgid "Animation options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249 msgid "" "Godot provides many options regarding how animation data is dealt with. Some " "exporters (such as Blender) can generate many animations in a single file. " @@ -23968,15 +24009,15 @@ msgid "" "timeline or, at worst, put each animation in a separate file." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 msgid "Import of animations is enabled by default." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259 msgid "FPS" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:258 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:261 msgid "" "Most 3D export formats store animation timeline in seconds instead of " "frames. To ensure animations are imported as faithfully as possible, please " @@ -23984,17 +24025,17 @@ msgid "" "result in shaky animations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 msgid "Filter Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 msgid "" "It is possible to specify a filter script in a special syntax to decide " "which tracks from which animations should be kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:271 msgid "" "The filter script is executed against each imported animation. The syntax " "consists of two types of statements, the first for choosing which animations " @@ -24004,7 +24045,7 @@ msgid "" "under the hood)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:274 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277 msgid "" "The script must start with an animation filter statement (as denoted by the " "line beginning with an ``@``). For example, if we would like to apply " @@ -24012,7 +24053,7 @@ msgid "" "\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:280 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283 msgid "" "Similarly, additional patterns can be added to the same line, separated by " "commas. Here is a modified example to additionally *include* all animations " @@ -24020,7 +24061,7 @@ msgid "" "animations which have names ending in ``\"Attack\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289 msgid "" "Following the animation selection filter statement, we add track filtering " "patterns to indicate which animation tracks should be kept or discarded. If " @@ -24028,7 +24069,7 @@ msgid "" "animations will be discarded!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:290 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 msgid "" "It's important to note that track filter statements are applied in order for " "each track within the animation, this means that one line may include a " @@ -24037,48 +24078,48 @@ msgid "" "in the filter script." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:298 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" "\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 msgid "" "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " "discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" "Arm_Left_Control\"`` would be retained." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 msgid "" "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:312 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315 msgid "" "By default, animations are saved as built-in. It is possible to save them to " "a file instead. This allows adding custom tracks to the animations and " "keeping them after a reimport." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319 msgid "Optimizer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:321 msgid "" "When animations are imported, an optimizer is run, which reduces the size of " "the animation considerably. In general, this should always be turned on " "unless you suspect that an animation might be broken due to it being enabled." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:325 msgid "Clips" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:327 msgid "" "It is possible to specify multiple animations from a single timeline as " "clips. For this to work, the model must have only one animation that is " @@ -24087,11 +24128,11 @@ msgid "" "and stops on, and choose whether the animation loops or not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:336 msgid "Scene inheritance" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 msgid "" "In many cases, it may be desired to make modifications to the imported " "scene. By default, this is not possible because if the source asset changes " @@ -24099,192 +24140,218 @@ msgid "" "app), Godot will re-import the whole scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:341 msgid "" "It is possible, however, to make local modifications by using *Scene " "Inheritance*. Try to open the imported scene and the following dialog will " "appear:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 msgid "In inherited scenes, the only limitations for modifications are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 msgid "Nodes can't be removed (but can be added anywhere)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349 msgid "" "Sub-Resources can't be edited (save them externally as described above for " "this)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 msgid "Other than that, everything is allowed!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354 msgid "Import hints" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 msgid "" "Many times, when editing a scene, there are common tasks that need to be " "done after exporting:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 -msgid "Adding collision detection to objects" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 -msgid "Setting objects as navigation meshes" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 -msgid "" -"Deleting nodes that are not used in the game engine (like specific lights " -"used for modelling)" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:358 +msgid "Adding collision detection to objects." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 -msgid "" -"To simplify this workflow, Godot offers a few suffixes that can be added to " -"the names of the objects in your 3D modelling software. When imported, Godot " -"will detect them and perform actions automatically:" +msgid "Setting objects as navigation meshes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:360 +msgid "" +"Deleting nodes that are not used in the game engine (like specific lights " +"used for modelling)." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362 +msgid "" +"To simplify this workflow, Godot offers several suffixes that can be added " +"to the names of the objects in your 3D modelling software. When imported, " +"Godot will detect suffixes in object names and will perform actions " +"automatically." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368 +msgid "All the suffixes described below are *case-sensitive*." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371 msgid "Remove nodes (-noimp)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373 msgid "" -"Node names that have this suffix will be removed at import time, no matter " -"what their type is. They will not appear in the imported scene." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 -msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:372 -msgid "" -"Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -"static collision node will be added, using the same geometry as the mesh." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:375 -msgid "" -"Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead of " -"a :ref:`class_concavepolygonshape`." +"Objects that have the ``-noimp`` suffix will be removed at import-time no " +"matter what their type is. They will not appear in the imported scene." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:377 -msgid "" -"However, it is often the case that the visual geometry is too complex or too " -"un-smooth for collisions, which ends up not working well." +msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:380 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:379 msgid "" -"To solve this, the \"-colonly\" modifier exists, which will remove the mesh " -"upon import and create a :ref:`class_staticbody` collision instead. This " -"helps the visual mesh and actual collision to be separated." +"The option ``-col`` will work only for Mesh objects. If it is detected, a " +"child static collision node will be added, using the same geometry as the " +"mesh. This will create a triangle mesh collision shape, which is a slow, but " +"accurate option for collision detection. This option is usually what you " +"want for level geometry (but see also ``-colonly`` below)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:385 msgid "" -"Option \"-convcolonly\" works in a similar way but will create a :ref:" +"The option ``-convcol`` will create a :ref:`class_convexpolygonshape` " +"instead of a :ref:`class_concavepolygonshape`. Unlike triangle meshes which " +"can be concave, a convex shape can only accurately represent a shape that " +"doesn't have any concave angles (a pyramid is convex, but a hollow box is " +"concave). Due to this, convex collision shapes are generally not suited for " +"level geometry. When representing simple enough meshes, convex collision " +"shapes can result in better performance compared to a triangle collision " +"shape. This option is ideal for simple or dynamic objects that require " +"mostly-accurate collision detection." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 +msgid "" +"However, in both cases, the visual geometry may be too complex or not smooth " +"enough for collisions. This can create physics glitches and slow down the " +"engine unneccesarily." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398 +msgid "" +"To solve this, the ``-colonly`` modifier exists. It will remove the mesh " +"upon importing and will create a :ref:`class_staticbody` collision instead. " +"This helps the visual mesh and actual collision to be separated." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 +msgid "" +"The option ``-convcolonly`` works in a similar way, but will create a :ref:" "`class_convexpolygonshape` instead." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:386 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 msgid "" -"Option \"-colonly\" can also be used with Blender's empty objects. On " +"The option ``-colonly`` can also be used with Blender's empty objects. On " "import, it will create a :ref:`class_staticbody` with a collision node as a " "child. The collision node will have one of a number of predefined shapes, " "depending on Blender's empty draw type:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:393 -msgid "Single arrow will create a :ref:`class_rayshape`" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 +msgid "Single arrow will create a :ref:`class_rayshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 -msgid "Cube will create a :ref:`class_boxshape`" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:395 -msgid "Image will create a :ref:`class_planeshape`" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:396 -msgid "" -"Sphere (and the others not listed) will create a :ref:`class_sphereshape`" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398 -msgid "" -"For better visibility in Blender's editor, the user can set \"X-Ray\" option " -"on collision empties and set some distinct color for them in User " -"Preferences / Themes / 3D View / Empty." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 -msgid "Create navigation (-navmesh)" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 -msgid "" -"A mesh node with this suffix will be converted to a navigation mesh. " -"Original Mesh node will be removed." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:408 -msgid "Create a VehicleBody (-vehicle)" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:410 -msgid "" -"A mesh node with this suffix will be imported as a child to a :ref:" -"`VehicleBody ` node." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:412 +msgid "Cube will create a :ref:`class_boxshape`." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413 -msgid "Create a VehicleWheel (-wheel)" +msgid "Image will create a :ref:`class_planeshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:415 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:414 msgid "" -"A mesh node with this suffix will be imported as a child to a :ref:" -"`VehicleWheel ` node." +"Sphere (and the others not listed) will create a :ref:`class_sphereshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:418 -msgid "Rigid Body (-rigid)" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:420 -msgid "Creates a rigid body from this mesh." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:423 -msgid "Animation loop (-loop, -cycle)" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 msgid "" -"Animation clips in the COLLADA document that start or end with the token " -"\"loop\" or \"cycle\" will be imported as a Godot Animation with the loop " -"flag set. This is case-sensitive and does not require a hyphen." +"When possible, **try to use a few primitive collision shapes** instead of " +"triangle mesh or convex shapes. Primitive shapes often have the best " +"performance and reliability." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:422 +msgid "" +"For better visibility in Blender's editor, you can set the \"X-Ray\" option " +"on collision empties and set some distinct color for them in Blender's " +"**User Preferences > Themes > 3D View > Empty**." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 +msgid "Create navigation (-navmesh)" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:429 msgid "" +"A mesh node with the ``-navmesh`` suffix will be converted to a navigation " +"mesh. The original Mesh object will be removed at import-time." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:433 +msgid "Create a VehicleBody (-vehicle)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:435 +msgid "" +"A mesh node with the ``-vehicle`` suffix will be imported as a child to a :" +"ref:`class_VehicleBody` node." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:439 +msgid "Create a VehicleWheel (-wheel)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:441 +msgid "" +"A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:" +"`class_VehicleWheel` node." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:445 +msgid "Rigid Body (-rigid)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:447 +msgid "" +"A mesh node with the ``-rigid`` suffix will be imported as a :ref:" +"`class_RigidBody`." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:450 +msgid "Animation loop (-loop, -cycle)" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:452 +msgid "" +"Animation clips in the COLLADA document that start or end with the token " +"``loop`` or ``cycle`` will be imported as a Godot Animation with the loop " +"flag set. **Unlike the other suffixes described above, this does not require " +"a hyphen.**" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:456 +msgid "" "In Blender, this requires using the NLA Editor and naming the Action with " -"the \"loop\" or \"cycle\" prefix or suffix." +"the ``loop`` or ``cycle`` prefix or suffix." msgstr "" #: ../../docs/getting_started/workflow/export/index.rst:2 @@ -25727,8 +25794,8 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:19 msgid "" "Python offers an easy method to start a local server. Use ``python -m http." -"server`` with Python 3 to serve the current working directory at ``http://" -"localhost:8000``." +"server 8000 --bind 127.0.0.1`` with Python 3 to serve the current working " +"directory at ``http://localhost:8000``." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:23 @@ -25770,7 +25837,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:45 -#: ../../docs/tutorials/optimization/general_optimization.rst:68 +#: ../../docs/tutorials/optimization/general_optimization.rst:69 msgid "Limitations" msgstr "" @@ -26092,7 +26159,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:4 -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:425 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:453 msgid "Exporting for dedicated servers" msgstr "" @@ -26124,62 +26191,64 @@ msgstr "" msgid "" "**Windows:** There is no dedicated server build for Windows yet. As an " "alternative, you can use the ``--no-window`` command-line argument to " -"prevent Godot from spawning a window." +"prevent Godot from spawning a window. Note that even with the ``--no-" +"window`` command-line argument, you'll need to have OpenGL support available " +"on the Windows machine." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:20 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:21 msgid "" "If your project uses C#, you'll have to use a Mono-enabled server binary." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:23 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:24 msgid "\"Headless\" versus \"server\" binaries" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:25 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:26 msgid "" "The `server download page `__ " "offers two kinds of binaries with several differences." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:28 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:29 msgid "" "**Server:** Use this one for running dedicated servers. It does not contain " "editor functionality, and is therefore smaller and more optimized." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:31 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:32 msgid "" "**Headless:** This binary contains editor functionality and is intended to " "be used for exporting projects. This binary *can* be used to run dedicated " "servers, but it's not recommended as it's larger and less optimized." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:36 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:37 msgid "Exporting a PCK file" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:38 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:39 msgid "There are two ways to export a project for a server:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:40 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:41 msgid "" "Create a Linux/X11 export preset, define a custom Release export template " "that points to the server binary then export the project as usual." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:42 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:43 msgid "Export a PCK file only, preferably from a Linux/X11 export preset." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:44 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:45 msgid "" "Both methods should result in identical output. The text below describes the " "PCK file approach." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:47 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:48 msgid "" "Once you've downloaded a server binary, you should export a PCK file " "containing your project data. After creating the export preset, click " @@ -26188,18 +26257,18 @@ msgid "" "no bearing on the final PCK file, so you can leave it as-is." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:53 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:54 msgid "See :ref:`doc_exporting_projects` for more information." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:57 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:58 msgid "" "If you're exporting the project from a headless editor, call the headless " "editor with the `--export-pack` option while in the project folder to export " "only a PCK file." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:63 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:64 msgid "" "The PCK file will include resources not normally needed by the server, such " "as textures and sounds. This means the PCK file will be larger than it could " @@ -26207,18 +26276,18 @@ msgid "" "usage is planned in a future Godot release." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:68 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:69 msgid "" "On the bright side, this allows the same PCK file to be used both by a " "client and dedicated server build. This can be useful if you want to ship a " "single archive that can be used both as a client and dedicated server." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:73 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:74 msgid "Preparing the server distribution" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:75 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:76 msgid "" "After downloading or compiling a server binary, you should now place it in " "the same folder as the PCK file you've exported. The server binary should " @@ -26228,12 +26297,12 @@ msgid "" "file using the ``--main-pack`` command-line argument::" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:85 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:86 #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:849 msgid "Next steps" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_dedicated_servers.rst:88 msgid "" "On Linux, to make your dedicated server restart after a crash or system " "reboot, you can `create a systemd service `__ container. " @@ -33354,7 +33423,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:4 -msgid "Lights and shadows" +msgid "3D lights and shadows" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:9 @@ -37126,7 +37195,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1226 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:778 -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:996 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:1137 #: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:1025 @@ -37162,7 +37231,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1237 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:787 -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:960 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:965 #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1004 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" @@ -40637,7 +40706,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:746 -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "Finally, let's look at ``bullet_hit``." msgstr "" @@ -41369,7 +41438,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:524 msgid "" -"see :ref:`Ray-casting ` for more information on raycasting " +"See :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" @@ -41417,24 +41486,31 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 msgid "" +"See :ref:`Physics introduction " +"` for more " +"information on Godot collision masks." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 +msgid "" "If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" "`RigidBody ` the player is holding." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:544 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:549 msgid "" "We first set the mode of the :ref:`RigidBody ` we are " "holding to ``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:546 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:551 msgid "" "This is making a rather large assumption that all the rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:549 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:554 msgid "" "If you have rigid bodies with different modes, you may need to store the " "mode of the :ref:`RigidBody ` you have picked up into a " @@ -41442,20 +41518,20 @@ msgid "" "picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, using the force we set in the " "``OBJECT_THROW_FORCE`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 msgid "" "This is, once again, making a rather large assumption that all the rigid " "bodies will be only on collision layer ``1``, and all collision masks will " @@ -41466,69 +41542,69 @@ msgid "" "reversing the process." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "Finally, we set ``grabbed_object`` to ``null`` since the player has " "successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " "equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:570 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "If the player is holding an object, we set its global position to the " "camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " "is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:577 msgid "" "Before we test this, we need to change something in ``_physics_process``. " "While the player is holding an object, we do not want the player to be able " "to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:591 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 msgid "" "Now you can grab and throw RigidBody nodes while you're in the ``UNARMED`` " "state! Go give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:600 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:605 msgid "" "Notice how the turret is broken up into several parts: ``Base``, ``Head``, " "``Vision_Area``, and a ``Smoke`` :ref:`Particles ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:602 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:607 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there are several meshes, a :" @@ -41536,7 +41612,7 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:605 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 msgid "" "One thing to note with the ``Head`` is that the raycast will be where the " "turret's bullets will fire from if we are using raycasting. We also have two " @@ -41544,213 +41620,213 @@ msgid "" "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:608 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:613 msgid "" "``Vision_Area`` is an :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:614 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:619 msgid "" "Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "This is quite a bit of code, so let's break it down function by function. " "Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``use_raycast``: An exported boolean so we can change whether the turret " "uses objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:810 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Whew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Firstly, we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision``, respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" "We then get all the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "Next, we add some exceptions to the :ref:`Raycast ` so the " "turret cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 msgid "" "Then we make both flash meshes invisible at start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` variable. We also set ``emitting`` to ``false`` to " "ensure the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:830 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 msgid "" "Firstly, we check whether the turret is active. If the turret is active, we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" "Next, if ``flash_timer`` is greater than zero, meaning the flash meshes are " "visible, we want to remove delta from ``flash_timer``. If ``flash_timer`` " @@ -41758,20 +41834,20 @@ msgid "" "of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:836 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:841 msgid "" "Next, we check whether the turret has a target. If the turret has a target, " "we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it is not " "aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:839 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 msgid "" "We then check whether the turret's health is greater than zero. If it is, we " "then check whether there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:846 msgid "" "If there is, we then check whether ``fire_timer`` is greater than zero. If " "it is, the turret cannot fire and we need to remove ``delta`` from " @@ -41779,7 +41855,7 @@ msgid "" "can fire a bullet, so we call the ``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "If there isn't any ammo in the turret, we check whether " "``ammo_reload_timer`` is greater than zero. If it is, we subtract ``delta`` " @@ -41788,7 +41864,7 @@ msgid "" "turret has waited long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:848 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:853 msgid "" "Next, we check whether the turret's health is less than or equal to ``0`` " "outside of whether it is active or not. If the turret's health is zero or " @@ -41796,29 +41872,29 @@ msgid "" "is, we subtract ``delta`` from ``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:851 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 msgid "" "If ``destroyed_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:858 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:863 msgid "Firstly, we check whether the turret is using a raycast." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:860 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:865 msgid "" "The code for using a raycast is almost entirely the same as the code in the " "rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go over it " "briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:863 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:868 msgid "" "We first make the raycast look at the target, ensuring the raycast will hit " "the target if nothing is in the way. We then force the raycast to update so " @@ -41829,7 +41905,7 @@ msgid "" "then subtract ``1`` from ``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:868 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:873 msgid "" "If the turret is not using a raycast, we spawn a bullet object instead. This " "code is almost entirely the same as the code in the pistol from :ref:" @@ -41837,7 +41913,7 @@ msgid "" "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " "a child of the root node. We set the bullet's global transform to the barrel " @@ -41846,7 +41922,7 @@ msgid "" "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:875 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:880 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to " @@ -41855,13 +41931,13 @@ msgid "" "``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret reloads." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:881 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:886 msgid "" "Let's look at ``body_entered_vision`` next, and thankfully it is rather " "short." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:888 msgid "" "We first check whether the turret currently has a target by checking if " "``current_target`` is equal to ``null``. If the turret does not have a " @@ -41869,31 +41945,31 @@ msgid "" "`Area ` is a :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 msgid "" "We're assuming the turret should only fire at :ref:`KinematicBody " "` nodes since that is what the player is using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:888 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:893 msgid "" "If the body that just entered the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:898 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:900 msgid "" "Firstly, we check whether the turret has a target. If it does, we then check " "whether the body that has just left the turret's vision :ref:`Area " "` is the turret's target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 msgid "" "If the body that has just left the vision :ref:`Area ` is the " "turret's current target, we set ``current_target`` to ``null``, set " @@ -41901,13 +41977,13 @@ msgid "" "the turret since the turret no longer has a target to fire at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:905 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:910 msgid "" "We first subtract however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:907 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 msgid "" "Then, we check whether the turret has been destroyed (health being zero or " "less). If the turret is destroyed, we start emitting the smoke particles and " @@ -41915,7 +41991,7 @@ msgid "" "before being repaired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "" "Whew, with all of that done and coded, we only have one last thing to do " "before the turret is ready for use. Open up ``Turret.tscn`` if it's not " @@ -41925,18 +42001,18 @@ msgid "" "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:916 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:921 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:931 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:936 msgid "" "All this code does is call ``bullet_hit`` on whatever node to which " "``path_to_turret_root`` leads. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:934 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:939 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` script to it. Once the " @@ -41944,37 +42020,37 @@ msgid "" "``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " "all the bullets use the ``bullet_hit`` function, we need to add that " "function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:946 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:948 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:955 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:960 msgid "" "Now you can pick up :ref:`RigidBody ` nodes and throw " "grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:957 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:962 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and a " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:962 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:967 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" @@ -44864,11 +44940,11 @@ msgid "" "physics update rate or if the player's device can't keep up." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:99 +#: ../../docs/tutorials/physics/physics_introduction.rst:101 msgid "Collision layers and masks" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:101 +#: ../../docs/tutorials/physics/physics_introduction.rst:103 msgid "" "One of the most powerful, but frequently misunderstood, collision features " "is the collision layer system. This system allows you to build up complex " @@ -44877,49 +44953,49 @@ msgid "" "can interact with." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:107 +#: ../../docs/tutorials/physics/physics_introduction.rst:109 msgid "Let's look at each of the properties in turn:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:111 +#: ../../docs/tutorials/physics/physics_introduction.rst:113 msgid "collision_layer" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:110 +#: ../../docs/tutorials/physics/physics_introduction.rst:112 msgid "" "This describes the layers that the object appears **in**. By default, all " "bodies are on layer ``1``." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:116 +#: ../../docs/tutorials/physics/physics_introduction.rst:118 msgid "collision_mask" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:114 +#: ../../docs/tutorials/physics/physics_introduction.rst:116 msgid "" "This describes what layers the body will **scan** for collisions. If an " "object isn't in one of the mask layers, the body will ignore it. By default, " "all bodies scan layer ``1``." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:118 +#: ../../docs/tutorials/physics/physics_introduction.rst:120 msgid "" "These properties can be configured via code, or by editing them in the " "Inspector." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:120 +#: ../../docs/tutorials/physics/physics_introduction.rst:122 msgid "" "Keeping track of what you're using each layer for can be difficult, so you " "may find it useful to assign names to the layers you're using. Names can be " "assigned in Project Settings -> Layer Names." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:126 -msgid "**Example:**" +#: ../../docs/tutorials/physics/physics_introduction.rst:129 +msgid "GUI example" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:128 +#: ../../docs/tutorials/physics/physics_introduction.rst:131 msgid "" "You have four node types in your game: Walls, Player, Enemy, and Coin. Both " "Player and Enemy should collide with Walls. The Player node should detect " @@ -44927,7 +45003,7 @@ msgid "" "other." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:133 +#: ../../docs/tutorials/physics/physics_introduction.rst:136 msgid "" "Start by naming layers 1-4 \"walls\", \"player\", \"enemies\", and \"coins\" " "and place each node type in its respective layer using the \"Layer\" " @@ -44936,11 +45012,29 @@ msgid "" "this:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:142 +#: ../../docs/tutorials/physics/physics_introduction.rst:147 +msgid "Code example" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:149 +msgid "" +"In function calls, layers are specified as a bitmask. Where a function " +"enables all layers by default, the layer mask will be given as " +"``0x7fffffff``. Your code can use binary, hexadecimal, or decimal notation " +"for layer masks, depending on your preference." +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:154 +msgid "" +"The code equivalent of the above example where layers 1, 3 and 4 were " +"enabled would be as follows::" +msgstr "" + +#: ../../docs/tutorials/physics/physics_introduction.rst:174 msgid "Area2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:144 +#: ../../docs/tutorials/physics/physics_introduction.rst:176 msgid "" "Area nodes provide **detection** and **influence**. They can detect when " "objects overlap and emit signals when bodies enter or exit. Areas can also " @@ -44948,33 +45042,33 @@ msgid "" "defined area." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:149 +#: ../../docs/tutorials/physics/physics_introduction.rst:181 msgid "There are three main uses for :ref:`Area2D `:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:151 +#: ../../docs/tutorials/physics/physics_introduction.rst:183 msgid "Overriding physics parameters (such as gravity) in a given region." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:153 +#: ../../docs/tutorials/physics/physics_introduction.rst:185 msgid "" "Detecting when other bodies enter or exit a region or what bodies are " "currently in a region." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:155 +#: ../../docs/tutorials/physics/physics_introduction.rst:187 msgid "Checking other areas for overlap." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:157 +#: ../../docs/tutorials/physics/physics_introduction.rst:189 msgid "By default, areas also receive mouse and touchscreen input." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:160 +#: ../../docs/tutorials/physics/physics_introduction.rst:192 msgid "StaticBody2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:162 +#: ../../docs/tutorials/physics/physics_introduction.rst:194 msgid "" "A static body is one that is not moved by the physics engine. It " "participates in collision detection, but does not move in response to the " @@ -44983,33 +45077,33 @@ msgid "" "``constant_angular_velocity`` properties." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:167 +#: ../../docs/tutorials/physics/physics_introduction.rst:199 msgid "" "``StaticBody2D`` nodes are most often used for objects that are part of the " "environment or that do not need to have any dynamic behavior." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:170 +#: ../../docs/tutorials/physics/physics_introduction.rst:202 msgid "Example uses for ``StaticBody2D``:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:172 +#: ../../docs/tutorials/physics/physics_introduction.rst:204 msgid "Platforms (including moving platforms)" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:173 +#: ../../docs/tutorials/physics/physics_introduction.rst:205 msgid "Conveyor belts" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:174 +#: ../../docs/tutorials/physics/physics_introduction.rst:206 msgid "Walls and other obstacles" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:177 +#: ../../docs/tutorials/physics/physics_introduction.rst:209 msgid "RigidBody2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:179 +#: ../../docs/tutorials/physics/physics_introduction.rst:211 msgid "" "This is the node that implements simulated 2D physics. You do not control a :" "ref:`RigidBody2D ` directly. Instead, you apply forces to " @@ -45018,20 +45112,20 @@ msgid "" "rotating, etc." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:185 +#: ../../docs/tutorials/physics/physics_introduction.rst:217 msgid "" "You can modify a rigid body's behavior via properties such as \"Mass\", " "\"Friction\", or \"Bounce\", which can be set in the Inspector." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:188 +#: ../../docs/tutorials/physics/physics_introduction.rst:220 msgid "" "The body's behavior is also affected by the world's properties, as set in " "`Project Settings -> Physics`, or by entering an :ref:`Area2D " "` that is overriding the global physics properties." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:192 +#: ../../docs/tutorials/physics/physics_introduction.rst:224 msgid "" "When a rigid body is at rest and hasn't moved for a while, it goes to sleep. " "A sleeping body acts like a static body, and its forces are not calculated " @@ -45039,41 +45133,41 @@ msgid "" "by a collision or via code." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:198 +#: ../../docs/tutorials/physics/physics_introduction.rst:230 msgid "Rigid body modes" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:200 +#: ../../docs/tutorials/physics/physics_introduction.rst:232 msgid "A rigid body can be set to one of four modes:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:202 +#: ../../docs/tutorials/physics/physics_introduction.rst:234 msgid "" "**Rigid** - The body behaves as a physical object. It collides with other " "bodies and responds to forces applied to it. This is the default mode." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:203 +#: ../../docs/tutorials/physics/physics_introduction.rst:235 msgid "" "**Static** - The body behaves like a :ref:`StaticBody2D " "` and does not move." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:204 +#: ../../docs/tutorials/physics/physics_introduction.rst:236 msgid "**Character** - Similar to \"Rigid\" mode, but the body cannot rotate." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:205 +#: ../../docs/tutorials/physics/physics_introduction.rst:237 msgid "" "**Kinematic** - The body behaves like a :ref:`KinematicBody2D " "` and must be moved by code." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:208 +#: ../../docs/tutorials/physics/physics_introduction.rst:240 msgid "Using RigidBody2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:210 +#: ../../docs/tutorials/physics/physics_introduction.rst:242 msgid "" "One of the benefits of using a rigid body is that a lot of behavior can be " "had \"for free\" without writing any code. For example, if you were making " @@ -45082,7 +45176,7 @@ msgid "" "bouncing would automatically be calculated by the physics engine." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:216 +#: ../../docs/tutorials/physics/physics_introduction.rst:248 msgid "" "However, if you do wish to have some control over the body, you should take " "care - altering the ``position``, ``linear_velocity``, or other physics " @@ -45095,18 +45189,18 @@ msgid "" "physics engine." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:225 +#: ../../docs/tutorials/physics/physics_introduction.rst:257 msgid "For example, here is the code for an \"Asteroids\" style spaceship:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:270 +#: ../../docs/tutorials/physics/physics_introduction.rst:302 msgid "" "Note that we are not setting the ``linear_velocity`` or ``angular_velocity`` " "properties directly, but rather applying forces (``thrust`` and ``torque``) " "to the body and letting the physics engine calculate the resulting movement." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:274 +#: ../../docs/tutorials/physics/physics_introduction.rst:306 msgid "" "When a rigid body goes to sleep, the ``_integrate_forces()`` function will " "not be called. To override this behavior, you will need to keep the body " @@ -45115,11 +45209,11 @@ msgid "" "that this can have a negative effect on performance." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:281 +#: ../../docs/tutorials/physics/physics_introduction.rst:313 msgid "Contact reporting" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:283 +#: ../../docs/tutorials/physics/physics_introduction.rst:315 msgid "" "By default, rigid bodies do not keep track of contacts, because this can " "require a huge amount of memory if many bodies are in the scene. To enable " @@ -45131,18 +45225,18 @@ msgid "" "functions." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:290 +#: ../../docs/tutorials/physics/physics_introduction.rst:322 msgid "" "Contact monitoring via signals can be enabled via the :ref:`contact_monitor " "` property. See :ref:" "`RigidBody2D ` for the list of available signals." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:295 +#: ../../docs/tutorials/physics/physics_introduction.rst:327 msgid "KinematicBody2D" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:297 +#: ../../docs/tutorials/physics/physics_introduction.rst:329 msgid "" ":ref:`KinematicBody2D ` bodies detect collisions with " "other bodies, but are not affected by physics properties like gravity or " @@ -45150,7 +45244,7 @@ msgid "" "engine will not move a kinematic body." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:302 +#: ../../docs/tutorials/physics/physics_introduction.rst:334 msgid "" "When moving a kinematic body, you should not set its ``position`` directly. " "Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods. " @@ -45159,11 +45253,11 @@ msgid "" "any collision response must be coded manually." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:309 +#: ../../docs/tutorials/physics/physics_introduction.rst:341 msgid "Kinematic collision response" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:311 +#: ../../docs/tutorials/physics/physics_introduction.rst:343 msgid "" "After a collision, you may want the body to bounce, to slide along a wall, " "or to alter the properties of the object it hit. The way you handle " @@ -45171,11 +45265,11 @@ msgid "" "KinematicBody2D." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:316 +#: ../../docs/tutorials/physics/physics_introduction.rst:348 msgid ":ref:`move_and_collide `" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:318 +#: ../../docs/tutorials/physics/physics_introduction.rst:350 msgid "" "When using ``move_and_collide()``, the function returns a :ref:" "`KinematicCollision2D ` object, which contains " @@ -45183,21 +45277,21 @@ msgid "" "information to determine the response." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:323 +#: ../../docs/tutorials/physics/physics_introduction.rst:355 msgid "" "For example, if you want to find the point in space where the collision " "occurred:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:354 +#: ../../docs/tutorials/physics/physics_introduction.rst:386 msgid "Or to bounce off of the colliding object:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:383 +#: ../../docs/tutorials/physics/physics_introduction.rst:415 msgid ":ref:`move_and_slide `" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:385 +#: ../../docs/tutorials/physics/physics_introduction.rst:417 msgid "" "Sliding is a common collision response; imagine a player moving along walls " "in a top-down game or running up and down slopes in a platformer. While it's " @@ -45206,19 +45300,19 @@ msgid "" "without writing much code." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:391 +#: ../../docs/tutorials/physics/physics_introduction.rst:423 msgid "" "``move_and_slide()`` automatically includes the timestep in its calculation, " "so you should **not** multiply the velocity vector by ``delta``." msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:395 +#: ../../docs/tutorials/physics/physics_introduction.rst:427 msgid "" "For example, use the following code to make a character that can walk along " "the ground (including slopes) and jump when standing on the ground:" msgstr "" -#: ../../docs/tutorials/physics/physics_introduction.rst:462 +#: ../../docs/tutorials/physics/physics_introduction.rst:494 msgid "" "See :ref:`doc_kinematic_character_2d` for more details on using " "``move_and_slide()``, including a demo project with detailed code." @@ -46105,11 +46199,17 @@ msgid "" "``collision_mask`` member variable:" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:226 +#: ../../docs/tutorials/physics/ray-casting.rst:224 +msgid "" +"See :ref:`doc_physics_introduction_collision_layer_code_example` for details " +"on how to set the collision mask." +msgstr "" + +#: ../../docs/tutorials/physics/ray-casting.rst:227 msgid "3D ray casting from screen" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:228 +#: ../../docs/tutorials/physics/ray-casting.rst:229 msgid "" "Casting a ray from screen to 3D physics space is useful for object picking. " "There is not much need to do this because :ref:`CollisionObject " @@ -46118,7 +46218,7 @@ msgid "" "here's how." msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:234 +#: ../../docs/tutorials/physics/ray-casting.rst:235 msgid "" "To cast a ray from the screen, you need a :ref:`Camera ` node. " "A ``Camera`` can be in two projection modes: perspective and orthogonal. " @@ -46127,11 +46227,11 @@ msgid "" "perspective mode:" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:242 +#: ../../docs/tutorials/physics/ray-casting.rst:243 msgid "To obtain it using a camera, the following code can be used:" msgstr "" -#: ../../docs/tutorials/physics/ray-casting.rst:270 +#: ../../docs/tutorials/physics/ray-casting.rst:271 msgid "" "Remember that during ``_input()``, the space may be locked, so in practice " "this query should be run in ``_physics_process()``." @@ -46283,7 +46383,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:86 -msgid "For more information, read :ref:`doc_physics_introduction`" +msgid "" +"For more information, read :ref:" +"`doc_physics_introduction_collision_layers_and_masks`." msgstr "" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:4 @@ -64124,7 +64226,7 @@ msgid "" "and RPC will work great! Here is an example:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:297 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:298 msgid "" "Depending on when you execute pre_configure_game(), you may need to change " "any calls to ``add_child()`` to be deferred via ``call_deferred()``, as the " @@ -64132,11 +64234,11 @@ msgid "" "is being called)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:301 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:302 msgid "Synchronizing game start" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:303 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:304 msgid "" "Setting up players might take different amounts of time for every peer due " "to lag, different hardware, or other reasons. To make sure the game will " @@ -64144,17 +64246,17 @@ msgid "" "are ready can be useful:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:312 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:313 msgid "" "When the server gets the OK from all the peers, it can tell them to start, " "as for example:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:333 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:337 msgid "Synchronizing the game" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:335 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:339 msgid "" "In most games, the goal of multiplayer networking is that the game runs " "synchronized on all the peers playing it. Besides supplying an RPC and " @@ -64162,24 +64264,24 @@ msgid "" "masters." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:339 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:343 msgid "Network master" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:341 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:345 msgid "" "The network master of a node is the peer that has the ultimate authority " "over it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:343 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:347 msgid "" "When not explicitly set, the network master is inherited from the parent " "node, which if not changed, is always going to be the server (ID 1). Thus " "the server has authority over all nodes by default." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:345 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:349 msgid "" "The network master can be set with the function :ref:`Node." "set_network_master(id, recursive) ` " @@ -64187,7 +64289,7 @@ msgid "" "recursively set on all child nodes of the node as well)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:348 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:352 msgid "" "Checking that a specific node instance on a peer is the network master for " "this node for all connected peers is done by calling :ref:`Node." @@ -64195,84 +64297,126 @@ msgid "" "``true`` when executed on the server and ``false`` on all client peers." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:350 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:354 msgid "" "If you have paid attention to the previous example, it's possible you " "noticed that each peer was set to have network master authority for their " "own player (Node) instead of the server:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:370 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:374 msgid "" "Each time this piece of code is executed on each peer, the peer makes itself " "master on the node it controls, and all other nodes remain as puppets with " "the server being their network master." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:372 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:376 msgid "" "To clarify, here is an example of how this looks in the `bomber demo " "`_:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:379 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:383 msgid "Master and puppet keywords" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:383 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:387 msgid "" "The real advantage of this model is when used with the ``master``/``puppet`` " "keywords in GDScript (or their equivalent in C# and Visual Script). " "Similarly to the ``remote`` keyword, functions can also be tagged with them:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:386 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:390 msgid "Example bomb code:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:394 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:398 msgid "Example player code:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:408 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:415 msgid "" "In the above example, a bomb explodes somewhere (likely managed by whoever " -"is master). The bomb knows the bodies in the area, so it checks them and " -"checks that they contain an ``exploded`` function." +"is the master of this bomb-node, e.g. the host). The bomb knows the bodies " +"(player nodes) in the area, so it checks that they contain an ``exploded`` " +"method before calling it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:411 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:418 msgid "" -"If they do, the bomb calls ``exploded`` on it. However, the ``exploded`` " -"method in the player has a ``master`` keyword. This means that only the " -"player who is master for that instance will actually get the function." +"Recall that each peer has a complete set of instances of player nodes, one " +"instance for each peer (including itself and the host). Each peer has set " +"itself as the master of the instance corresponding to itself, and it has set " +"a different peer as the master for each of the other instances." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:414 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:422 msgid "" -"This instance, then, calls the ``stun`` method in the same instances of that " -"same player (but in different peers), and only those which are set as " -"puppet, making the player look stunned in all the peers (as well as the " -"current, master one)." +"Now, going back to the call to the ``exploded`` method, the bomb on the host " +"has called it remotely on all bodies in the area that have the method. " +"However, this method is in a player node and has a ``master`` keyword." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:417 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:425 +msgid "" +"The ``master`` keyword on the ``exploded`` method in the player node means " +"two things for how this call is made. Firstly, from the perspective of the " +"calling peer (the host), the calling peer will only attempt to remotely call " +"the method on the peer that it has set as the network master of the player " +"node in question. Secondly, from the perspective of the peer the host is " +"sending the call to, the peer will only accept the call if it set itself as " +"the network master of the player node with the method being called (which " +"has the ``master`` keyword). This works well as long as all peers agree on " +"who is the master of what." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:432 +msgid "" +"The above setup means that only the peer who owns the affected body will be " +"responsible for telling all the other peers that its body was stunned, after " +"being remotely instructed to do so by the host's bomb. The owning peer " +"therefore (still in the ``exploded`` method) tells all the other peers that " +"its player node was stunned. The peer does this by remotely calling the " +"``stun`` method on all instances of that player node (on the other peers). " +"Because the ``stun`` method has the ``puppet`` keyword, only peers who did " +"not set themselves as the network master of the node will call it (in other " +"words, those peers are set as puppets for that node by virtue of not being " +"the network master of it)." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:439 +msgid "" +"The result of this call to ``stun`` is to make the player look stunned on " +"the screen of all the peers, including the current network master peer (due " +"to the local call to ``stun`` after ``rpc(\"stun\")``)." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:442 +msgid "" +"The master of the bomb (the host) repeats the above steps for each of the " +"bodies in the area, such that all the instances of any player in the bomb " +"area get stunned on the screens of all the peers." +msgstr "" + +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:445 msgid "" "Note that you could also send the ``stun()`` message only to a specific " "player by using ``rpc_id(, \"exploded\", bomb_owner)``. This may not " -"make much sense for an area-of-effect case like the bomb, but in other " +"make much sense for an area-of-effect case like the bomb, but might in other " "cases, like single target damage." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:427 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:455 msgid "" "Once you've made a multiplayer game, you may want to export it to run it on " "a dedicated server with no GPU available. See :ref:" "`doc_exporting_for_dedicated_servers` for more information." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:433 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:461 msgid "" "The code samples on this page aren't designed to run on a dedicated server. " "You'll have to modify them so the server isn't considered to be a player. " @@ -64280,6 +64424,17 @@ msgid "" "player who joins can start the game." msgstr "" +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:468 +msgid "" +"The bomberman example here is largely for illustrational purposes, and does " +"not do anything on the host-side to handle the case where a peer uses a " +"custom client to cheat by for example refusing to to stun itself. In the " +"current implementation such cheating is perfectly possible because each " +"client is the network master of its own player, and the network master of a " +"player is the one which decides whether to call the I-was-stunned method " +"(``stun``) on all of the other peers and itself." +msgstr "" + #: ../../docs/tutorials/networking/http_request_class.rst:4 msgid "Making HTTP requests" msgstr "" @@ -74611,14 +74766,30 @@ msgid "" msgstr "" #: ../../docs/tutorials/optimization/general_optimization.rst:55 -msgid "" -"There are several methods of measuring performance, including : * Putting a " -"start / stop timer around code of interest * Using the Godot profiler * " -"Using external third party profilers * Using GPU profilers / debuggers * " -"Checking the frame rate (with vsync disabled)" +msgid "There are several methods of measuring performance, including:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:62 +#: ../../docs/tutorials/optimization/general_optimization.rst:57 +msgid "Putting a start / stop timer around code of interest" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:58 +msgid "Using the Godot profiler" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:59 +msgid "Using external third party profilers" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:60 +msgid "Using GPU profilers / debuggers" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:61 +msgid "Checking the frame rate (with vsync disabled)" +msgstr "" + +#: ../../docs/tutorials/optimization/general_optimization.rst:63 msgid "" "Be very aware that the relative performance of different areas can vary on " "different hardware. Often it is a good idea to make timings on more than one " @@ -74626,82 +74797,82 @@ msgid "" "mobile." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:70 +#: ../../docs/tutorials/optimization/general_optimization.rst:71 msgid "" "CPU Profilers are often the 'go to' method for measuring performance, " "however they don't always tell the whole story." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:73 +#: ../../docs/tutorials/optimization/general_optimization.rst:74 msgid "" "Bottlenecks are often on the GPU, `as a result` of instructions given by the " "CPU" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:75 +#: ../../docs/tutorials/optimization/general_optimization.rst:76 msgid "" "Spikes can occur in the Operating System processes (outside of Godot) `as a " "result` of instructions used in Godot (for example dynamic memory allocation)" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:77 +#: ../../docs/tutorials/optimization/general_optimization.rst:78 msgid "You may not be able to profile e.g. a mobile phone" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:78 +#: ../../docs/tutorials/optimization/general_optimization.rst:79 msgid "" "You may have to solve performance problems that occur on hardware you don't " "have access to" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:81 +#: ../../docs/tutorials/optimization/general_optimization.rst:82 msgid "" "As a result of these limitations, you often need to use detective work to " "find out where bottlenecks are." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:85 +#: ../../docs/tutorials/optimization/general_optimization.rst:86 msgid "Detective work" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:87 +#: ../../docs/tutorials/optimization/general_optimization.rst:88 msgid "" "Detective work is a crucial skill for developers (both in terms of " "performance, and also in terms of bug fixing). This can include hypothesis " "testing, and binary search." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:92 +#: ../../docs/tutorials/optimization/general_optimization.rst:93 msgid "Hypothesis testing" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:94 +#: ../../docs/tutorials/optimization/general_optimization.rst:95 msgid "" "Say for example you believe that sprites are slowing down your game. You can " "test this hypothesis for example by:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:97 +#: ../../docs/tutorials/optimization/general_optimization.rst:98 msgid "Measuring the performance when you add more sprites, or take some away." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:99 +#: ../../docs/tutorials/optimization/general_optimization.rst:100 msgid "" "This may lead to a further hypothesis - does the size of the sprite " "determine the performance drop?" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:102 +#: ../../docs/tutorials/optimization/general_optimization.rst:103 msgid "" "You can test this by keeping everything the same, but changing the sprite " "size, and measuring performance" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:106 +#: ../../docs/tutorials/optimization/general_optimization.rst:107 msgid "Binary search" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:108 +#: ../../docs/tutorials/optimization/general_optimization.rst:109 msgid "" "Say you know that frames are taking much longer than they should, but you " "are not sure where the bottleneck lies. You could begin by commenting out " @@ -74709,24 +74880,24 @@ msgid "" "performance improved more or less than expected?" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:113 +#: ../../docs/tutorials/optimization/general_optimization.rst:114 msgid "" "Once you know which of the two halves contains the bottleneck, you can then " "repeat this process, until you have pinned down the problematic area." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:117 +#: ../../docs/tutorials/optimization/general_optimization.rst:118 msgid "Profilers" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:119 +#: ../../docs/tutorials/optimization/general_optimization.rst:120 msgid "" "Profilers allow you to time your program while running it. Profilers then " "provide results telling you what percentage of time was spent in different " "functions and areas, and how often functions were called." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:123 +#: ../../docs/tutorials/optimization/general_optimization.rst:124 msgid "" "This can be very useful both to identify bottlenecks and to measure the " "results of your improvements. Sometimes attempts to improve performance can " @@ -74734,22 +74905,22 @@ msgid "" "to guide your efforts." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:128 +#: ../../docs/tutorials/optimization/general_optimization.rst:129 #: ../../docs/tutorials/optimization/cpu_optimization.rst:43 msgid "" "For more info about using the profiler within Godot see :ref:" "`doc_debugger_panel`." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:132 +#: ../../docs/tutorials/optimization/general_optimization.rst:133 msgid "Principles" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:134 +#: ../../docs/tutorials/optimization/general_optimization.rst:135 msgid "Donald Knuth:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:136 +#: ../../docs/tutorials/optimization/general_optimization.rst:137 msgid "" "*Programmers waste enormous amounts of time thinking about, or worrying " "about, the speed of noncritical parts of their programs, and these attempts " @@ -74759,32 +74930,32 @@ msgid "" "we should not pass up our opportunities in that critical 3%.*" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:143 +#: ../../docs/tutorials/optimization/general_optimization.rst:144 msgid "The messages are very important:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:145 +#: ../../docs/tutorials/optimization/general_optimization.rst:146 msgid "" "Programmer / Developer time is limited. Instead of blindly trying to speed " "up all aspects of a program we should concentrate our efforts on the aspects " "that really matter." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:148 +#: ../../docs/tutorials/optimization/general_optimization.rst:149 msgid "" "Efforts at optimization often end up with code that is harder to read and " "debug than non-optimized code. It is in our interests to limit this to areas " "that will really benefit." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:152 +#: ../../docs/tutorials/optimization/general_optimization.rst:153 msgid "" "Just because we `can` optimize a particular bit of code, it doesn't " "necessarily mean that we should. Knowing when, and when not to optimize is a " "great skill to develop." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:156 +#: ../../docs/tutorials/optimization/general_optimization.rst:157 msgid "" "One misleading aspect of the quote is that people tend to focus on the " "subquote \"premature optimization is the root of all evil\". While " @@ -74792,11 +74963,11 @@ msgid "" "is the result of performant design." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:162 +#: ../../docs/tutorials/optimization/general_optimization.rst:163 msgid "Performant design" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:164 +#: ../../docs/tutorials/optimization/general_optimization.rst:165 msgid "" "The danger with encouraging people to ignore optimization until necessary, " "is that it conveniently ignores that the most important time to consider " @@ -74806,7 +74977,7 @@ msgid "" "it will never run as fast as a program designed for performance." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:171 +#: ../../docs/tutorials/optimization/general_optimization.rst:172 msgid "" "This tends to be far more important in game / graphics programming than in " "general programming. A performant design, even without low level " @@ -74814,11 +74985,11 @@ msgid "" "low level optimization." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:177 +#: ../../docs/tutorials/optimization/general_optimization.rst:178 msgid "Incremental design" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:179 +#: ../../docs/tutorials/optimization/general_optimization.rst:180 msgid "" "Of course, in practice, unless you have prior knowledge, you are unlikely to " "come up with the best design first time. So you will often make a series of " @@ -74828,7 +74999,7 @@ msgid "" "the overall design, otherwise much of your work will be thrown out." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:186 +#: ../../docs/tutorials/optimization/general_optimization.rst:187 msgid "" "It is difficult to give general guidelines for performant design because " "this is so dependent on the problem. One point worth mentioning though, on " @@ -74838,51 +75009,51 @@ msgid "" "linear access, rather than jumping around in memory." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:194 +#: ../../docs/tutorials/optimization/general_optimization.rst:195 msgid "The optimization process" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:196 +#: ../../docs/tutorials/optimization/general_optimization.rst:197 msgid "" "Assuming we have a reasonable design, and taking our lessons from Knuth, our " "first step in optimization should be to identify the biggest bottlenecks - " "the slowest functions, the low hanging fruit." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:200 +#: ../../docs/tutorials/optimization/general_optimization.rst:201 msgid "" "Once we have successfully improved the speed of the slowest area, it may no " "longer be the bottleneck. So we should test / profile again, and find the " "next bottleneck on which to focus." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:204 +#: ../../docs/tutorials/optimization/general_optimization.rst:205 msgid "The process is thus:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:206 +#: ../../docs/tutorials/optimization/general_optimization.rst:207 msgid "Profile / Identify bottleneck" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:207 +#: ../../docs/tutorials/optimization/general_optimization.rst:208 msgid "Optimize bottleneck" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:208 +#: ../../docs/tutorials/optimization/general_optimization.rst:209 msgid "Return to step 1" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:211 +#: ../../docs/tutorials/optimization/general_optimization.rst:212 msgid "Optimizing bottlenecks" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:213 +#: ../../docs/tutorials/optimization/general_optimization.rst:214 msgid "" "Some profilers will even tell you which part of a function (which data " "accesses, calculations) are slowing things down." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:216 +#: ../../docs/tutorials/optimization/general_optimization.rst:217 msgid "" "As with design you should concentrate your efforts first on making sure the " "algorithms and data structures are the best they can be. Data access should " @@ -74892,14 +75063,14 @@ msgid "" "loading precalculated data files)." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:223 +#: ../../docs/tutorials/optimization/general_optimization.rst:224 msgid "" "Once algorithms and data are good, you can often make small changes in " "routines which improve performance, things like moving calculations outside " "of loops." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:226 +#: ../../docs/tutorials/optimization/general_optimization.rst:227 msgid "" "Always retest your timing / bottlenecks after making each change. Some " "changes will increase speed, others may have a negative effect. Sometimes a " @@ -74907,16 +75078,16 @@ msgid "" "code, and you may choose to leave out that optimization." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:232 +#: ../../docs/tutorials/optimization/general_optimization.rst:233 #: ../../docs/tutorials/optimization/batching.rst:514 msgid "Appendix" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:235 +#: ../../docs/tutorials/optimization/general_optimization.rst:236 msgid "Bottleneck math" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:237 +#: ../../docs/tutorials/optimization/general_optimization.rst:238 msgid "" "The proverb \"a chain is only as strong as its weakest link\" applies " "directly to performance optimization. If your project is spending 90% of the " @@ -74924,32 +75095,32 @@ msgid "" "performance." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:253 +#: ../../docs/tutorials/optimization/general_optimization.rst:254 msgid "" "So in this example improving this bottleneck A by a factor of 9x, decreases " "overall frame time by 5x, and increases frames per second by 5x." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:256 +#: ../../docs/tutorials/optimization/general_optimization.rst:257 msgid "" "If however, something else is running slowly and also bottlenecking your " "project, then the same improvement can lead to less dramatic gains:" msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:271 +#: ../../docs/tutorials/optimization/general_optimization.rst:272 msgid "" "So in this example, even though we have hugely optimized functionality A, " "the actual gain in terms of frame rate is quite small." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:274 +#: ../../docs/tutorials/optimization/general_optimization.rst:275 msgid "" "In games, things become even more complicated because the CPU and GPU run " "independently of one another. Your total frame time is determined by the " "slower of the two." msgstr "" -#: ../../docs/tutorials/optimization/general_optimization.rst:290 +#: ../../docs/tutorials/optimization/general_optimization.rst:291 msgid "" "In this example, we optimized the CPU hugely again, but the frame time did " "not improve, because we are GPU-bottlenecked." @@ -76991,10 +77162,9 @@ msgstr "" #: ../../docs/tutorials/misc/jitter_stutter.rst:35 msgid "" -"This is generally not a problem, given that refresh rates higher than 60 Hz " -"are barely visible to the human eye, and starting with Godot 3.1, a frame " -"timer was introduced that tries to synchronize with refresh as well as " -"possible." +"This is generally not a problem, given that most monitors are 60 Hz, and " +"starting with Godot 3.1, a frame timer was introduced that tries to " +"synchronize with refresh as well as possible." msgstr "" #: ../../docs/tutorials/misc/jitter_stutter.rst:38 @@ -82421,51 +82591,59 @@ msgid "" "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 `__ 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 +#: ../../docs/development/compiling/optimizing_for_size.rst:43 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:" +"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 " @@ -82473,36 +82651,36 @@ msgid "" "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 " @@ -82510,32 +82688,32 @@ msgid "" "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 `_ " "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 "