Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2019-07-29 21:32:57 +02:00
parent 823784e10f
commit fbf78acea3
7 changed files with 671 additions and 273 deletions

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@@ -8,6 +8,7 @@
# Ibraheem Tawfik <tawfikibraheem@gmail.com>, 2019.
# Mohamed El-Baz <albaz2000eg@gmail.com>, 2018.
# Omar Aglan <omar.aglan91@yahoo.com>, 2018-2019.
# Omar Salam <omar-ma-salam@outlook.com>, 2019.
# Rached Noureddine <rached.noureddine@gmail.com>, 2018.
# spiderx0x <legendofdarks@gmail.com>, 2019.
# Takai Eddine Kennouche <takai.kenn@gmail.com>, 2018.
@@ -18,8 +19,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
"PO-Revision-Date: 2019-05-21 11:15+0000\n"
"Last-Translator: Xester <Zyruva@gmail.com>\n"
"PO-Revision-Date: 2019-07-29 19:20+0000\n"
"Last-Translator: Omar Salam <omar-ma-salam@outlook.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ar/>\n"
"Language: ar\n"
@@ -28,19 +29,18 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
"X-Generator: Weblate 3.7-dev\n"
"X-Generator: Weblate 3.8-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
msgstr "مستندات غودو - الفرع الرئيسي"
#: ../../docs/index.rst:6
#, fuzzy
msgid ""
"Godot's documentation is available in various languages and versions. Expand "
"the \"Read the Docs\" panel at the bottom of the sidebar to see the list."
msgstr ""
"مستندات غودو متوفرة بعدة بلغات وإصدارات مختلفة. اضغط على \"أقرأ المستندات\" "
"مستندات غودو متوفرة بعدة لغات وبإصدارات مختلفة. اضغط على \"اقرأ المستندات\" "
"في الجزء السفلي من الشريط الجانبي لمشاهدة قائمة اللغات."
#: ../../docs/index.rst:10
@@ -499,12 +499,11 @@ msgid "In short:"
msgstr "باختصار:"
#: ../../docs/about/faq.rst:13
#, fuzzy
msgid ""
"You are free to download and use Godot for any purpose, personal, non-"
"profit, commercial, or otherwise."
msgstr ""
"لديك الحرية لتحميل واستخدام غودو لأي غرض، شخصي، غير ربحي، تجاري، أو غير ذلك;"
"لديك الحرية لتحميل واستخدام غودو لأي غرض شخصي، غير ربحي، تجاري، أو غير ذلك."
#: ../../docs/about/faq.rst:14
msgid ""
@@ -627,10 +626,14 @@ msgstr ""
"النصية للبنية الافتراضية أو قوالب التصدير في الوقت الحالي."
#: ../../docs/about/faq.rst:58
#, fuzzy
msgid ""
"For more on this, see the sections on :ref:`exporting <toc-learn-workflow-"
"export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`."
msgstr ""
"لمعرفة المزيد حول هذا الموضوع، راجع الأقسام الموجودة في :المرجع: \"تصدير "
"<toc-learn-workflow-export>\" و :المرجع: \"تجميع غودو بنفسك <toc-devel-"
"compiling>\"."
#: ../../docs/about/faq.rst:62
msgid "Which programming languages are supported in Godot?"

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@@ -100,8 +100,8 @@ msgstr ""
"Project-Id-Version: French (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
"PO-Revision-Date: 2019-07-25 07:20+0000\n"
"Last-Translator: Hugo Locurcio <hugo.locurcio@hugo.pro>\n"
"PO-Revision-Date: 2019-07-29 19:20+0000\n"
"Last-Translator: Rémi Verschelde <akien@godotengine.org>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fr/>\n"
"Language: fr\n"
@@ -70949,7 +70949,7 @@ msgstr ""
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:4
msgid "GDNative C example"
msgstr ""
msgstr "Exemple de GDNative en C"
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:8
msgid ""
@@ -70958,6 +70958,10 @@ msgid ""
"GDNative, understanding the contents of this tutorial will help you in "
"understanding all that is to come after this."
msgstr ""
"Ce tutoriel est une introduction aux bases nécessaires à la création de "
"modules avec GDNative. Il sert de porte d'entrée dans l'univers de GDNative, "
"et la compréhension du contenu de ce tutoriel vous permettra de mieux "
"comprendre tout ce qui s'ensuit."
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:10
msgid ""
@@ -70965,12 +70969,18 @@ msgid ""
"we'll be describing here by following this link: https://github.com/"
"GodotNativeTools/GDNative-demos/tree/master/c/SimpleDemo"
msgstr ""
"Avant de commencer, vous pouvez télécharger le code source de l'objet "
"exemple que nous décrivons ci-dessous en suivant ce lien : https://github."
"com/GodotNativeTools/GDNative-demos/tree/master/c/SimpleDemo"
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:13
msgid ""
"This example project also contains a SConstruct file that makes compiling a "
"little easier but in this tutorial we'll be doing things by hand."
msgstr ""
"Ce projet exemple contient entre autres un fichier SConstruct qui rend "
"l'étape de compilation plus accessible, mais pour ce tutoriel nous ferons la "
"compilation manuellement."
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:15
msgid ""
@@ -70981,33 +70991,43 @@ msgid ""
"fashion as you would write a GDScript file. We'll be creating the C "
"equivalent of this GDScript:"
msgstr ""
":ref:`GDNative <class_GDNative>` peut être utilisé pour créer divers types "
"de fonctionnalités supplémentaires pour Godot, allant de PluginScript aux "
"interfaces ARVR. Dans ce tutoriel, nous nous intéressons à la création d'un "
"module :ref:`NativeScript <class_NativeScript>`. NativeScript vous permet de "
"décrire la logique d'un nœud en C ou C++ de la même manière que vous le "
"feriez avec un fichier GDScript. Nous allons coder l'équivalent en C de ce "
"GDScript :"
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:29
msgid ""
"We'll be writing separate tutorials on the other types of GDNative modules "
"and explain what each of them is for as we go through them."
msgstr ""
"Des tutoriels sur les autres types de modules GDNative seront écrit "
"prochainement pour expliquer leur intérêt et utilisation graduellement."
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:32
msgid "Prerequisites"
msgstr ""
msgstr "Prérequis"
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:33
msgid "Before we start you'll need a few things."
msgstr ""
msgstr "Avant de commencer, il vous faut un certain nombre de composants."
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:35
msgid "A Godot 3.0 executable"
msgstr ""
msgstr "Un exécutable de Godot 3.0"
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:36
msgid "A C compiler"
msgstr ""
msgstr "Un compilateur pour C"
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:37
msgid ""
"A copy of this repository: https://github.com/GodotNativeTools/godot_headers"
msgstr ""
"Une copie de ce dépôt : https://github.com/GodotNativeTools/godot_headers"
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:39
msgid ""

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@@ -44,8 +44,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
"PO-Revision-Date: 2019-07-25 07:20+0000\n"
"Last-Translator: Mirko Soppelsa <miknsop@gmail.com>\n"
"PO-Revision-Date: 2019-07-29 19:20+0000\n"
"Last-Translator: Marco Galli <mrcgll98@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/it/>\n"
"Language: it\n"
@@ -2206,17 +2206,17 @@ msgid ""
"like being in a kitchen. In this kitchen, *nodes* are like a refrigerator "
"full of fresh ingredients with which to cook."
msgstr ""
"Creare giochi con Godot é praticamente la stessa cosa. Usare il motore é "
"come stare in una cucina. In questa cucina i *nodi* sono come un frigorifero "
"pieno di ingredienti freschi con cui cucinare."
"Creare giochi in Godot ti fa sentire più o meno allo stesso modo. Usando il "
"programma si ha l'impressione di essere in cucina. In essa, i *nodi* sono "
"come un frigorifero pieno di ingredienti freschi con cui cucinare."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:25
msgid ""
"There are many types of nodes. Some show images, others play sound, other "
"nodes display 3D models, etc. There are dozens of them."
msgstr ""
"Ci sono diversi tipi di nodi. Alcuni mostrano immagini, altri riproducono "
"suoni, altri ancora mostrano modelli 3D, ecc. Sono a dozzine."
"Ci sono molti tipi di nodi. Alcuni mostrano immagini, altri riproducono "
"suoni, altri nodi visualizzano modelli 3D, ecc. Ne esistono decine."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:29
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90
@@ -2305,8 +2305,8 @@ msgid ""
"A scene is composed of a group of nodes organized hierarchically (in tree "
"fashion). Furthermore, a scene:"
msgstr ""
"Una scena é composta da un gruppo di nodi organizzato in maniera gerarchica "
"(a mo' di albero). Ampliando, una scena:"
"Una scena è composta da un gruppo di nodi organizzati in una gerarchia "
"(simile ad un albero). Inoltre una scena:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65
msgid "always has one root node."
@@ -3066,12 +3066,12 @@ msgid ""
"It's simple, elegant, and designed to be familiar for users of other "
"languages such as Lua, Python, Squirrel, etc."
msgstr ""
"È semplice, elegante, e studiato per essere familiare agli utilizzatori di "
"altri linguaggi come Lua, Python, Squirrel, ecc."
"É semplice, elegante, e progettato per essere familiare agli utenti di altri "
"linguaggi quali Lua, Python, Squirrel, ecc."
#: ../../docs/getting_started/step_by_step/scripting.rst:29
msgid "Loads and compiles blazingly fast."
msgstr "Viene caricato e compilato alla velocità della luce."
msgstr "Ha un tempo di caricamento e di compilazione estremamente veloce."
#: ../../docs/getting_started/step_by_step/scripting.rst:30
msgid ""
@@ -3087,8 +3087,8 @@ msgid ""
"Has vector types built-in (such as Vectors, transforms, etc.), making it "
"efficient for heavy use of linear algebra."
msgstr ""
"Ha i tipi per i vettori integrati (come i Vector, Transform, ecc), in modo "
"da rendere efficiente l'uso intensivo dell'algebra lineare."
"Offre nativamente diversi tipi di Vettori (come Vettori, trasformazioni, "
"ecc.), rendendolo efficace nei calcoli complessi di algebra lineare."
#: ../../docs/getting_started/step_by_step/scripting.rst:32
msgid ""
@@ -3123,8 +3123,8 @@ msgid ""
"If you're undecided and have experience with programming, especially "
"dynamically typed languages, go for GDScript!"
msgstr ""
"Se sei incerto e hai esperienza nella programmazione, specialmente con i "
"linguaggi dinamici, GDScript è la scelta giusta!"
"Se sei indeciso e hai già esperienza con la programmazione, specialmente con "
"linguaggi a tipizzazione dinamica, ti consiglio di usare GDScript!"
#: ../../docs/getting_started/step_by_step/scripting.rst:40
#: ../../docs/getting_started/scripting/visual_script/index.rst:2
@@ -3340,17 +3340,17 @@ msgid ""
"The script creation dialog will pop up. This dialog allows you to set the "
"script's language, class name, and other relevant options."
msgstr ""
"Apparirà la finestra di creazione dello script. Questa finestra ti "
"permetterà di impostare il linguaggio dello script, il nome della classe e "
"altre opzioni pertinenti."
"Apparirà la finestra di creazione dello script. Questa finestra ti permette "
"di impostare il linguaggio dello script, il nome della classe e altre "
"opzioni relative."
#: ../../docs/getting_started/step_by_step/scripting.rst:139
msgid ""
"In GDScript, the file itself represents the class, so the class name field "
"is not editable."
msgstr ""
"Usando GDScript, il file stesso rappresenta la classe, quindi il campo del "
"nome della classe non è modificabile."
"Con GDScript, il file stesso rappresenta la classe, quindi il campo del nome "
"della classe non è modificabile."
#: ../../docs/getting_started/step_by_step/scripting.rst:142
msgid ""
@@ -3685,8 +3685,8 @@ msgid ""
"For example, movement is often multiplied with a time delta to make movement "
"speed both constant and independent from the frame rate."
msgstr ""
"Per esempio, i movimenti sono spesso moltiplicati al tempo DELTA per rendere "
"la velocità di movimento sia costante che indipendente dal frame rate."
"Per esempio, il movimento è spesso moltiplicato con un tempo delta per "
"rendere il movimento costante ed indipendente dal frame rate."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:49
msgid ""
@@ -3725,7 +3725,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:85
msgid "Which will show a counter increasing each frame."
msgstr "Il quale mostrerà un contatore che incrementa ad ogni frame."
msgstr "Che mostrerà un contatore che incrementa ad ogni frame."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:88
msgid "Groups"
@@ -3851,8 +3851,8 @@ msgid ""
"To create a node from code, call the ``.new()`` method, like for any other "
"class-based datatype. For example:"
msgstr ""
"Per creare un nodo nel codice, usare il metodo ``.new()``, come per ogni "
"altro class-based datatype. Per esempio:"
"Per creare un nodo da codice, usare il metodo ``.new()``, come per ogni "
"altro dato di tipo classe. Per esempio:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:302
msgid ""
@@ -4418,6 +4418,10 @@ msgid ""
"`doc_c_sharp_styleguide`). Be careful to type the method names precisely "
"when connecting signals."
msgstr ""
"**C#**: Le classi, le variabili export e i metodi usano PascalCase, i campi "
"privati usano _camelCase, le variabili locali e i parametri usano camelCase "
"(Vedi :ref:`doc_c_sharp_styleguide`). Bisogna dare attenzione a scrivere il "
"nome dei metodi correttamente quando si connettono i segnali."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:97
msgid "Sprite animation"
@@ -4488,7 +4492,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:138
msgid "Moving the player"
msgstr ""
msgstr "Muovere il giocatore"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:140
msgid ""
@@ -4701,7 +4705,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:343
msgid "Choosing animations"
msgstr ""
msgstr "Scegliere le animazioni"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:345
msgid ""
@@ -4741,6 +4745,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:419
msgid "Add the following at the top of the script, after ``extends Area2d``:"
msgstr ""
"Aggiungere quanto di seguito in cima allo script, dopo ``extends Area2d``:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:433
msgid ""
@@ -4767,10 +4772,13 @@ msgid ""
"you can also give the name of an existing function that you want to link the "
"signal to."
msgstr ""
"Quando connetti un segnale, invece che Godot crei una funzione per te, puoi "
"assegnare il nome di una funzione già esistente che vuoi connettere al "
"segnale."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:453
msgid "Add this code to the function:"
msgstr ""
msgstr "Aggiungi questo codice alla funzione:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:472
msgid ""
@@ -62500,11 +62508,11 @@ msgstr ""
#: ../../docs/tutorials/platform/services_for_ios.rst:183
msgid "``Error award_achievement(Variant p_params);``"
msgstr ""
msgstr "``Error award_achievement(Variant p_params);``"
#: ../../docs/tutorials/platform/services_for_ios.rst:184
msgid "``void reset_achievements();``"
msgstr ""
msgstr "``void reset_achievements();``"
#: ../../docs/tutorials/platform/services_for_ios.rst:185
msgid "``void request_achievements();``"
@@ -74199,7 +74207,7 @@ msgstr ""
#: ../../docs/community/channels.rst:26
msgid "`IRC logs <https://godot.eska.me/irc-logs/>`_"
msgstr ""
msgstr "`IRC logs <https://godot.eska.me/irc-logs/>`_"
#: ../../docs/community/channels.rst:29
msgid "Other chats"
@@ -74252,9 +74260,8 @@ msgid "`Forum (godotforums.org) <https://godotforums.org/>`_"
msgstr "`Forum (godotforums.org) <https://godotforums.org/>`_"
#: ../../docs/community/tutorials.rst:4
#, fuzzy
msgid "Tutorials and resources"
msgstr "Creare un nuovo progetto"
msgstr "Tutorial e risorse"
#: ../../docs/community/tutorials.rst:6
msgid ""

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@@ -77,10 +77,12 @@
# miketangogamer <miketangogamer@gmail.com>, 2018-2019.
# Mosca Morta <ewersonffranco@gmail.com>, 2018.
# Nataniel Sousa <natannada08@gmail.com>, 2019.
# Neymar Junior <wizureye@nextmail.in>, 2019.
# Nome Aleatorio <enviartrabalhopramim@gmail.com>, 2019.
# Paulo Sergio Nogueira da Silva <paulozero357@gmail.com>, 2018.
# Pedro Silva <pedrosgregorio9@gmail.com>, 2018.
# Pietro Benati Carrara <piticarrara@gmail.com>, 2019.
# Rafael Roque <rafael.roquec@gmail.com>, 2019.
# Raphael Nogueira Campos <raphaelncampos@gmail.com>, 2019.
# Rarysson Guilherme <r_guilherme12@hotmail.com>, 2019.
# Renato Lacerda <renato.ac.lacerda@gmail.com>, 2018.
@@ -109,8 +111,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
"PO-Revision-Date: 2019-07-22 21:07+0000\n"
"Last-Translator: Nome Aleatorio <enviartrabalhopramim@gmail.com>\n"
"PO-Revision-Date: 2019-07-28 20:46+0000\n"
"Last-Translator: Rafael Roque <rafael.roquec@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_BR/>\n"
"Language: pt_BR\n"
@@ -6808,9 +6810,8 @@ msgstr ""
"tempo para aprender todos os nós que derivam dele."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:50
#, fuzzy
msgid "The 5 most common UI elements"
msgstr "Os 5 elementos mais comuns de interface do usuário"
msgstr "Os 5 elementos de interface do usuário mais comuns"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:52
#, fuzzy
@@ -13244,7 +13245,7 @@ msgstr "{projeto} --goto {arquivo}:{linha}:{col}"
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "Vim (gVim)"
msgstr ""
msgstr "Vim (gVim)"
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "``\"+call cursor({line}, {col})\" {file}``"
@@ -21305,6 +21306,9 @@ msgid ""
"Blender. Make sure that the skeleton is reset to its T-pose or default rest "
"pose."
msgstr ""
"É importante que a malha não seja deformada pelos ossos quando estiver "
"exportando no Blender. Tenha certeza que o esqueleto esteja setado em pose "
"tipo T ou pose de descanso."
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:22
msgid "Bone Weights"
@@ -22569,7 +22573,7 @@ msgstr "ja"
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "GREET"
msgstr ""
msgstr "SAUDAÇÃO"
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#, fuzzy
@@ -22716,6 +22720,9 @@ msgid ""
"sure that the skeleton is reset to its T-pose or default rest pose before "
"exporting with your favorite 3D editor."
msgstr ""
"É importante que a malha não esteja deformada pelos ossos quando for "
"exportar. Tenha certeza que o esqueleto esteja setado em pose tipo T ou pose "
"de descanso padrão antes de exportar usando seu editor 3D favorito."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:26
msgid "Why not FBX?"
@@ -22804,47 +22811,60 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:67
msgid "Import workflows"
msgstr ""
msgstr "Importar fluxos de trabalho"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69
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 ""
"O importador de cenas do Godot permite diferentes fluxos de trabalho a "
"respeito de como os dados são importados. Dependendo de muitas opções, é "
"possível importar a cena usando:"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:72
msgid ""
"External materials (default): Where each material is saved to a file "
"resource. Modifications to them are kept."
msgstr ""
"Materiais externos (padrão): Onde cada material é salvado em um arquivo. "
"Modificações serão mantidas."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73
msgid ""
"External meshes: Where each mesh is saved to a different file. Many users "
"prefer to deal with meshes directly."
msgstr ""
"Malhas externas: Onde cada malha é salva em diferentes arquivos. Vários "
"usuários preferem lidar com malhas diretamente."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:74
msgid ""
"External animations: Allowing saved animations to be modified and merged "
"when sources change."
msgstr ""
"Animações externas: Permitir que animações salvas sejam modificadas e "
"mescladas quando fonte for alterada."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:75
msgid ""
"External scenes: Save each of the root nodes of the imported scenes as a "
"separate scene."
msgstr ""
"Cenas externas: Salve cada um dos nós raiz das cenas importadas em uma cena "
"separada."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76
msgid "Single scene: A single scene file with everything built in."
msgstr ""
msgstr "Cena única: Um único arquivo de cena com tudo configurado."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80
msgid ""
"As different developers have different needs, this import process is highly "
"customizable."
msgstr ""
"O processo de importação é altamente customizável, já que diferentes "
"desenvolvedores possuem diferentes necessidades."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83
#, fuzzy
@@ -22853,29 +22873,31 @@ msgstr "As opções de importação são vastas:"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85
msgid "The importer has several options, which will be discussed below:"
msgstr ""
msgstr "O importador possui diversas opções, que serão discutidas logo abaixo:"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93
msgid "Root Type"
msgstr ""
msgstr "Tipo da Raiz"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
msgid ""
"By default, the type of the root node in imported scenes is \"Spatial\", but "
"this can be modified."
msgstr ""
"Por padrão, o tipo do nó raiz nas cenas importadas é \"Espacial\", mas isso "
"pode ser modificado."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:98
msgid "Root Name"
msgstr ""
msgstr "Nome da Raiz"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:100
msgid "Allows setting a specific name to the generated root node."
msgstr ""
msgstr "Permite setar um nome específico para o nó raiz gerado."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103
msgid "Custom Script"
msgstr ""
msgstr "Script Personalizado"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:105
msgid ""
@@ -22885,9 +22907,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109
#, fuzzy
msgid "Create a script like this:"
msgstr "Crie um script que pareça isto:"
msgstr "Crie um script dessa forma:"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:120
msgid ""
@@ -22895,13 +22916,16 @@ msgid ""
"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 ""
"A função ``post_import`` recebe a cena importada como argumento (o parâmetro "
"é o nó raiz da cena). A cena que será utilizada tem que ser retornada. Pode "
"ser uma diferente."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:239
msgid "Storage"
msgstr ""
msgstr "Armazenamento"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:127
msgid ""
@@ -22909,22 +22933,29 @@ msgid ""
"nodes below the root will each be a separate scene and instanced into the "
"imported one."
msgstr ""
"Por padrão, o Godot importa uma única cena. Essa opção permite especificar "
"que cada um dos nós abaixo da raiz serão uma cena separada e a instancia na "
"cena importada."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:131
msgid ""
"Of course, instancing such imported scenes in other places manually works, "
"too."
msgstr ""
"Claro, instanciar essas cenas importadas em outros lugares manualmente "
"também funciona."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:138
msgid "Location"
msgstr ""
msgstr "Localização"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:140
msgid ""
"Godot supports materials in meshes or nodes. By default, materials will be "
"put on each node."
msgstr ""
"Godot tem suporte a materiais em malha ou em nós. Por padrão, materiais "
"serão colocados em cada um dos nós."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:146
msgid ""
@@ -22933,12 +22964,18 @@ msgid ""
"because most 3D DCCs don't have the same material options as those present "
"in Godot."
msgstr ""
"Materiais podem ser armazenados na cena ou em um arquivo externo. Por "
"padrão, eles são armazenados em arquivos externos para que seja possível "
"editá-los. Isso acontece porquê a maioria dos DCCs 3D não possuem as mesmas "
"opções de material que o Godot."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150
msgid ""
"When materials are built-in, they will be lost each time the source scene is "
"modified and re-imported."
msgstr ""
"Quando os materiais são compilados, eles serão perdidos toda vez que a cena "
"principal for modificada ou importada."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154
msgid "Keep On Reimport"

View File

@@ -4,6 +4,7 @@
#
# Alexandre Badalo <alexandre.badalo@sapo.pt>, 2018.
# BannerGames <davidandrade339@gmail.com>, 2018.
# Bruno Matos <brunocostamatos.24@gmail.com>, 2019.
# João <joao@nogordio.com>, 2018.
# João Lopes <linux-man@hotmail.com>, 2018-2019.
# Luís Miguel Mota <009111.estp@gmail.com>, 2019.
@@ -16,8 +17,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
"PO-Revision-Date: 2019-07-02 12:05+0000\n"
"Last-Translator: João Lopes <linux-man@hotmail.com>\n"
"PO-Revision-Date: 2019-07-29 19:20+0000\n"
"Last-Translator: Bruno Matos <brunocostamatos.24@gmail.com>\n"
"Language-Team: Portuguese (Portugal) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_PT/>\n"
"Language: pt_PT\n"
@@ -1466,7 +1467,7 @@ msgstr ":ref:`Canalização de Animações <doc_animations>`"
#: ../../docs/about/docs_changelog.rst:84
#: ../../docs/tutorials/legal/index.rst:2
msgid "Legal"
msgstr ""
msgstr "Legal"
#: ../../docs/about/docs_changelog.rst:86
#, fuzzy
@@ -1508,9 +1509,8 @@ msgid ":ref:`doc_gdscript_static_typing`"
msgstr ":ref:`Embutido <doc_gdscript_builtin_types>`"
#: ../../docs/about/docs_changelog.rst:115
#, fuzzy
msgid "Best Practices:"
msgstr "Boas práticas"
msgstr "Boas Práticas:"
#: ../../docs/about/docs_changelog.rst:106
#, fuzzy
@@ -1629,7 +1629,7 @@ msgstr ":ref:`Canalização de Animações <doc_animations>`"
#: ../../docs/about/docs_changelog.rst:143 ../../docs/tutorials/gui/index.rst:2
msgid "GUI"
msgstr ""
msgstr "GUI"
#: ../../docs/about/docs_changelog.rst:145
#, fuzzy
@@ -5622,6 +5622,8 @@ msgid ""
"Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` "
"function, at the end."
msgstr ""
"Depois, no ``Main.gd``, adiciona uma nova linha no fim da função "
"``_on_MobTimer_timeout()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1167
msgid ""

View File

@@ -13,7 +13,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
"PO-Revision-Date: 2019-07-02 12:04+0000\n"
"PO-Revision-Date: 2019-07-29 19:20+0000\n"
"Last-Translator: Steve Dang <itsnguu@outlook.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/vi/>\n"
@@ -9537,7 +9537,7 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:15
msgid "Path"
msgstr ""
msgstr "Đường dẫn"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
msgid ""