Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2019-12-21 12:24:35 +01:00
parent 02d3977513
commit fc0abf2e90
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@@ -17,11 +17,13 @@
# Antonio Garcia Cabriada <aoaee22@gmail.com>, 2019.
# AnyMan <romopua@gmail.com>, 2018-2019.
# AracnidKnight <jjifernandezcubillos@gmail.com>, 2019.
# arisvaldez <samus45@hotmail.es>, 2019.
# Avocado <avocadosan42@gmail.com>, 2018-2019.
# Cameron Toms <cameron.toms@gmail.com>, 2018.
# Carlos Roberto Rojas C <carlosroberto.rojas@gmail.com>, 2018.
# César León <ceesarleon2002@gmail.com>, 2018.
# Cristian Martinez <organocm@gmail.com>, 2018.
# Cristofer Fuentes <contacto@cristoferfb.com>, 2019.
# David Aroca Rojas <arocarojasdavid@gmail.com>, 2019.
# David Arranz <davarrcal@hotmail.com>, 2018-2019.
# David Cases <dcases@gmail.com>, 2018.
@@ -93,9 +95,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-12-15 06:03+0000\n"
"Last-Translator: Angelvel Jesus Marrufo Pava <angelvelmarrufo14@hotmail."
"com>\n"
"PO-Revision-Date: 2019-12-21 08:38+0000\n"
"Last-Translator: Cristofer Fuentes <contacto@cristoferfb.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/es/>\n"
"Language: es\n"
@@ -103,7 +104,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"X-Generator: Weblate 3.10-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -2714,7 +2715,6 @@ msgstr ""
"escena con un nombre parecido a Hello.tscn en Scene -> Save:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:179
#, fuzzy
msgid ""
"And here's when something funny happens. The file dialog is a special file "
"dialog, and only allows you to save inside the project. The project root is "
@@ -2724,14 +2724,13 @@ msgid ""
"platform or install location, it is the way to locate where resource files "
"are from inside the game."
msgstr ""
"Y aquí es cuando sucede lo divertido. La ventana de diálogo de archivo, es "
"una ventana de diálogo especial que sólo permite grabar dentro del proyecto. "
"La raíz del proyecto es \"res://\" lo que significa \"ruta de recurso\". "
"Esto quiere decir que los archivos se podrán guardar solamente dentro del "
"proyecto. Desde ahora, cuando se hagan operaciones con archivos en Godot, "
"recuerde que \"res://\" es la ruta de recursos y no importa la plataforma o "
"lugar de instalación, es el modo de ubicar dónde están los archivos de "
"recursos dentro del juego."
"Y aquí es cuando sucede lo divertido. La ventana de archivo, es una ventana "
"especial que sólo permite escribir dentro del proyecto. La raíz del proyecto "
"es \"res://\" lo que significa \"ruta de recursos\". Esto quiere decir que "
"los archivos se podrán guardar solamente dentro del proyecto. Desde ahora, "
"cuando se hagan operaciones con archivos en Godot, recuerde que \"res://\" "
"es la ruta de recursos y no importa la plataforma o lugar de instalación, es "
"el modo de ubicar dónde están los archivos de recursos dentro del juego."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:187
msgid ""
@@ -4059,15 +4058,15 @@ msgstr ""
"<class_Object_method__notification>` en tu script:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:193
#, fuzzy
msgid ""
"The documentation of each class in the :ref:`Class Reference <toc-class-"
"ref>` shows the notifications it can receive. However, in most cases "
"GDScript provides simpler overridable functions."
msgstr ""
"La documentación de cada clase en la :ref:`Referencia de Clases <toc-class-"
"ref>` muestra las notificaciones que puedes recibir. Sin embargo, en la "
"mayoría de los casos, GDScript proporciona funciones anulables más simples."
"ref>` muestra las notificaciones que puede recibir. Sin embargo, en la "
"mayoría de los casos, GDScript proporciona funciones más simples que cumplen "
"con la misma tarea."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:198
#, fuzzy
@@ -5825,8 +5824,8 @@ msgid ""
"Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in "
"sync with the changing score:"
msgstr ""
"Finalmente, agregua ``_on_ScoreTimer_timeout()`` para mantener la interfaz "
"en sincronía al cambiar la puntuación:"
"Finalmente, agrega ``_on_ScoreTimer_timeout()`` para mantener la interfaz en "
"sincronía al cambiar la puntuación:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128
msgid ""
@@ -6903,7 +6902,6 @@ msgstr ""
"contenedores"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:22
#, fuzzy
msgid ""
"The five most common containers (you can learn more about containers in the :"
"ref:`GUI Containers <doc_gui_containers>` documentation page)."
@@ -44045,7 +44043,7 @@ msgstr ""
#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:916
msgid "Add the following code to ``TurretBodies.gd``:"
msgstr ""
msgstr "Agregue el siguiente código a `` TurretBodies.gd``:"
#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:931
msgid ""
@@ -44068,6 +44066,9 @@ msgid ""
"all the bullets use the ``bullet_hit`` function, we need to add that "
"function to the player."
msgstr ""
"Lo último que debemos hacer es agregar una forma para que el jugador resulte "
"herido. Como todas las balas usan la función `` bullet_hit``, necesitamos "
"agregar esa función al jugador."
#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:941
msgid "Open ``Player.gd`` and add the following:"
@@ -44091,6 +44092,10 @@ msgid ""
"pause menu, add a respawn system for the player, and change/move the sound "
"system so we can use it from any script."
msgstr ""
"En: ref: `doc_fps_tutorial_part_six`, vamos a agregar un menú principal y un "
"menú de pausa, agregar un sistema de reaparición (respawn) para el jugador y "
"cambiar/mover el sistema de sonido para que podamos usarlo desde cualquier "
"script."
#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:962
msgid ""

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@@ -8,6 +8,7 @@
# Dante Marshal <Marshal.Devilhunter@gmail.com>, 2018.
# Focus <saeeddashticlash@gmail.com>, 2019.
# hdteav <hdteav@gmail.com>, 2019.
# Kianoosh Safapour <kianoosh.safapour@gmail.com>, 2019.
# Kiarash Bahrami <kbbtc1337@gmail.com>, 2019.
# Mahdi <sadisticwarlock@gmail.com>, 2018.
# Saee Shamspour <saidshp@gmail.com>, 2018.
@@ -19,8 +20,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-09-26 11:59+0000\n"
"Last-Translator: Focus <saeeddashticlash@gmail.com>\n"
"PO-Revision-Date: 2019-12-21 08:38+0000\n"
"Last-Translator: Kianoosh Safapour <kianoosh.safapour@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fa/>\n"
"Language: fa\n"
@@ -28,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 3.9-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -300,15 +301,14 @@ msgid "About Godot Engine"
msgstr "درباره موتور Godot"
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"A game engine is a complex tool, and it is therefore difficult to present "
"Godot in a few words. Here's a quick synopsis, which you are free to reuse "
"if you need a quick writeup about Godot Engine."
msgstr ""
"موتور بازی‌سازی یک ابزار پیچیده است، در نتیجه نمیتوان Godot را در چند کلمه "
"توصیف کرد. با این حال این PR Presentation ماست، که در صورت نیاز میتوانید از "
"آن برای معرفی سریع موتور Godot استفاده کنید."
"توصیف کرد. این یک توصیف اجمالی بوده، که شما آزاد هستید در صورتی که نیاز به "
"نوشتن یادداشتی درباره‌ی موتور Godot دارید، از آن استفاده نمایید."
#: ../../docs/about/introduction.rst:38
#, fuzzy

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@@ -123,7 +123,7 @@ msgstr ""
"Project-Id-Version: French (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-12-16 23:50+0000\n"
"PO-Revision-Date: 2019-12-21 11:12+0000\n"
"Last-Translator: Caye Pierre <pierrecaye@laposte.net>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fr/>\n"
@@ -132,7 +132,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 3.10-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -4158,7 +4158,6 @@ msgstr ""
"<class_Object_method__notification__notification>` dans votre script :"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:193
#, fuzzy
msgid ""
"The documentation of each class in the :ref:`Class Reference <toc-class-"
"ref>` shows the notifications it can receive. However, in most cases "
@@ -4166,15 +4165,14 @@ msgid ""
msgstr ""
"La documentation de chaque classe dans la :ref:`Class Reference <toc-class-"
"ref>` montre les notifications qu'elle peut recevoir. Cependant, dans la "
"plupart des cas, GDScript fournit des fonctions de surcharge plus simples."
"plupart des cas, GDScript fournit des fonctions de surchargeable plus "
"simples."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:198
#, fuzzy
msgid "Overridable functions"
msgstr "Fonctions surchargeables"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:200
#, fuzzy
msgid ""
"Such overridable functions, which are described as follows, can be applied "
"to nodes:"
@@ -11157,7 +11155,6 @@ msgstr ""
"qu'elles contiennent."
#: ../../docs/getting_started/step_by_step/resources.rst:19
#, fuzzy
msgid ""
"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``."
"tscn`` or an ``.scn`` file), an image, a script... Here are some "
@@ -11167,11 +11164,11 @@ msgid ""
"<class_Font>`, :ref:`Translation <class_Translation>`."
msgstr ""
"Tout ce que Godot sauvegarde ou charge depuis le disque est une ressource. "
"Que ce soit une scène(un .tscn ou un fichier .scn), une image, un script... "
"Quelques exemples de ressources : :ref:`Texture <class_Texture>`, :ref:"
"`Script <class_Script>`, :ref:`Mesh <class_Mesh>`, :ref:`Animation "
"<class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :ref:`Font "
"<class_Font>`, :ref:`Translation <class_Translation>`, etc."
"Que ce soit une scène(un fichier ``.tscn`` ou ``.scn``), une image, un "
"script... Quelques exemples de ``Resource`` : :ref:`Texture "
"<class_Texture>`, :ref:`Script <class_Script>`, :ref:`Mesh <class_Mesh>`, :"
"ref:`Animation <class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :"
"ref:`Font <class_Font>`, :ref:`Translation <class_Translation>`."
#: ../../docs/getting_started/step_by_step/resources.rst:26
msgid ""
@@ -11215,13 +11212,12 @@ msgstr ""
"individuels."
#: ../../docs/getting_started/step_by_step/resources.rst:44
#, fuzzy
msgid ""
"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're "
"attached to."
msgstr ""
"**Intégrés**, enregistrés dans le fichier \\*.tscn ou le fichier \\*.scn "
"auquel ils sont attachés."
"**Built-in** (intégrées), enregistrées dans le fichier ``.tscn`` ou le "
"fichier ``.scn`` auquel elles sont attachés."
#: ../../docs/getting_started/step_by_step/resources.rst:46
msgid ""
@@ -11253,7 +11249,6 @@ msgstr ""
"intégrée."
#: ../../docs/getting_started/step_by_step/resources.rst:60
#, fuzzy
msgid ""
"The switch between built-in and external resources happens when you save the "
"scene. In the example above, if you erase the path ``\"res://robi.png\"`` "
@@ -11261,8 +11256,8 @@ msgid ""
msgstr ""
"Le basculement entre les ressources intégrées et externes se produit lorsque "
"vous enregistrez la scène. Dans l'exemple ci-dessus, si vous effacez le "
"chemin \\`\"res://robi.png\"\\`et que vous sauvegardez, Godot sauvegardera "
"l'image dans le fichier de scène .tscn."
"chemin``\"res://robi.png\"`` et que vous sauvegardez, Godot sauvegardera "
"l'image dans le fichier de scène ``.tscn``."
#: ../../docs/getting_started/step_by_step/resources.rst:66
msgid ""
@@ -13785,6 +13780,9 @@ msgid ""
"existing files are found (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Écrire la référence de l'API du moteur vers le chemin <path> au format XML, "
"fusionnant les fichiers s'ils existent (:ref:`les outils "
"<doc_introduction_to_the_buildsystem_tools>` doivent être activés)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid "``--no-docbase``"
@@ -13795,6 +13793,9 @@ msgid ""
"Disallow dumping the base types (used with ``--doctool``, :ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Ne pas écrire les références des types de base (utilisé avec``--doctool``, :"
"ref:`les outils <doc_introduction_to_the_buildsystem_tools>` doivent être "
"activés)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid "``--build-solutions``"
@@ -24302,7 +24303,6 @@ msgstr ""
"filtrage."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292
#, fuzzy
msgid ""
"For example: include all tracks in animations with names ending in ``\"_Loop"
"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``"
@@ -56669,16 +56669,15 @@ msgstr ""
"droite (donc dessiner un grand nombre de points serait un gaspillage)."
#: ../../docs/tutorials/math/beziers_and_curves.rst:183
#, fuzzy
msgid ""
"Before drawing Bezier curves, *tessellation* is required. This is often done "
"with a recursive or divide and conquer function that splits the curve until "
"the curvature amount becomes less than a certain threshold."
msgstr ""
"Avant de tracer les courbes de Bézier, une *tesselation* est nécessaire. "
"Ceci est souvent fait avec une fonction récursive ou diviser pour régner qui "
"divise la courbe jusqu'à ce que la valeur de courbure devienne inférieure à "
"un certain seuil."
"Ceci est souvent fait avec une fonction récursive ou une fonction diviser "
"pour régner qui divise la courbe jusqu'à ce que la valeur de courbure "
"devienne inférieure à un certain seuil."
#: ../../docs/tutorials/math/beziers_and_curves.rst:185
msgid ""
@@ -56919,6 +56918,10 @@ msgid ""
"\"Play from beginning\" button |Play from beginning| (Default shortcut: Shift"
"+D) to see the changes instantly."
msgstr ""
"Si vous animez la mauvaise propriété, vous pouvez éditer le chemin d'une "
"piste à tout moment. Double-cliquez dessus et tapez le nouveau chemin. Lire "
"l'animation à l'aide du bouton \"Lire du début\" |Lire du début| (Raccourci "
"par défaut : Shift+D) pour voir les changements instantanément."
#: ../../docs/tutorials/animation/introduction_2d.rst:109
msgid "Tutorial: Creating a simple animation"
@@ -56943,6 +56946,10 @@ msgid ""
"the sprites' texture. As a starting point, move the sprite to a left "
"position on the screen."
msgstr ""
"Le sprite contient une texture d'image et nous animons ce sprite pour le "
"déplacer entre deux points de l'écran. Pour ce tutoriel, utilisez l'icône "
"Godot par défaut comme texture des sprites. Comme point de départ, déplacez "
"le sprite vers la gauche sur l'écran."
#: ../../docs/tutorials/animation/introduction_2d.rst:129
msgid ""
@@ -56950,6 +56957,9 @@ msgid ""
"required, but it is a nice way of distinguishing animated nodes from non-"
"animated nodes in the Scene Tree."
msgstr ""
"Il n'est pas nécessaire d'ajouter les nœuds animés en tant qu'enfants au "
"nœud AnimationPlayer, mais c'est un bon moyen de distinguer les nœuds animés "
"des nœuds non animés dans l'arbre des scènes."
#: ../../docs/tutorials/animation/introduction_2d.rst:133
msgid ""
@@ -56974,6 +56984,8 @@ msgstr "Ajout d'une piste"
msgid ""
"To add a new track for our sprite, select it and take a look in the toolbar:"
msgstr ""
"Pour ajouter une nouvelle piste pour notre sprite, sélectionnez-le et "
"regardez dans la barre d'outils :"
#: ../../docs/tutorials/animation/introduction_2d.rst:152
msgid "Convenience buttons"
@@ -56990,12 +57002,17 @@ msgid ""
"Deselect rotation, because we are only interested in the location of our "
"sprite for this tutorial and click on the key button."
msgstr ""
"Désélectionnez la rotation, car nous ne sommes intéressés que par "
"l'emplacement de notre sprite pour ce tutoriel et cliquez sur le bouton clé."
#: ../../docs/tutorials/animation/introduction_2d.rst:160
msgid ""
"As we don't have a track already set up for the transform/location property, "
"Godot asks, whether it should set it up for us. Click on \"Create\"."
msgstr ""
"Comme nous n'avons pas de piste déjà configurée pour la propriété transform/"
"location, Godot demande, si il doit la configurée pour nous. Cliquez sur "
"\"Créer\"."
#: ../../docs/tutorials/animation/introduction_2d.rst:164
msgid ""
@@ -57014,6 +57031,8 @@ msgid ""
"The track name consists of a Node Path, followed by a colon, followed by a "
"reference to its property, that we would like to modify."
msgstr ""
"Le nom de la piste se compose d'un chemin du nœud, suivi de deux-points, "
"suivi d'une référence à sa propriété, que nous aimerions modifier."
#: ../../docs/tutorials/animation/introduction_2d.rst:175
msgid ""
@@ -57028,6 +57047,8 @@ msgid ""
"The path always starts at the AnimationPlayer node's parent (so paths always "
"have to include the AnimationPlayer node itself)."
msgstr ""
"Le chemin commence toujours au niveau du nœud parent du nœud AnimationPlayer "
"(les chemins doivent donc toujours inclure le nœud AnimationPlayer lui-même)."
#: ../../docs/tutorials/animation/introduction_2d.rst:183
msgid ""
@@ -57047,6 +57068,8 @@ msgid ""
"Now we need to set the destination where our sprite should be headed and how "
"much time it takes to get there."
msgstr ""
"Maintenant, nous devons définir la destination vers laquelle notre sprite "
"doit se diriger et combien de temps il lui faut pour y arriver."
#: ../../docs/tutorials/animation/introduction_2d.rst:193
msgid ""
@@ -57064,6 +57087,8 @@ msgid ""
"Click on the timeline header near the 2 second mark and move the sprite to "
"the target destination on the right side."
msgstr ""
"Cliquez sur l'en-tête de la timeline près du repère de 2 secondes et "
"déplacez le sprite vers la destination cible sur le côté droit."
#: ../../docs/tutorials/animation/introduction_2d.rst:205
msgid ""
@@ -57090,7 +57115,7 @@ msgstr "L'animation"
#: ../../docs/tutorials/animation/introduction_2d.rst:221
msgid "Back and forth"
msgstr ""
msgstr "Allers et retours"
#: ../../docs/tutorials/animation/introduction_2d.rst:223
msgid ""
@@ -57109,6 +57134,9 @@ msgid ""
"and forth. You can change this behaviour if you change the track's loop "
"mode. This is covered in the next chapter."
msgstr ""
"Si vous réglez la durée de l'animation à 4 secondes maintenant, l'animation "
"se déplace d'avant en arrière. Vous pouvez modifier ce comportement si vous "
"changez le mode boucle de la piste. Ceci est abordé dans le chapitre suivant."
#: ../../docs/tutorials/animation/introduction_2d.rst:238
#: ../../docs/tutorials/animation/introduction_2d.rst:246
@@ -57120,12 +57148,16 @@ msgid ""
"Each track has a settings panel at the end, where you can set the update "
"mode, the track interpolation, and the loop mode."
msgstr ""
"Chaque piste a un panneau de configuration à la fin, où vous pouvez définir "
"le mode de mise à jour, l'interpolation de la piste et le mode boucle."
#: ../../docs/tutorials/animation/introduction_2d.rst:248
msgid ""
"The update mode of a track tells Godot when to update the property values. "
"This can be:"
msgstr ""
"Le mode de mise à jour d'une piste indique à Godot quand mettre à jour les "
"valeurs des propriétés. Cela peut l'être :"
#: ../../docs/tutorials/animation/introduction_2d.rst:251
msgid "Continuous: Update the property on each frame"
@@ -57183,7 +57215,7 @@ msgstr ""
#: ../../docs/tutorials/animation/introduction_2d.rst:276
msgid "Track interpolation"
msgstr ""
msgstr "Interpolation de piste"
#: ../../docs/tutorials/animation/introduction_2d.rst:278
msgid ""
@@ -57264,6 +57296,8 @@ msgid ""
"You usually tweak your animations this way, when the movement doesn't \"look "
"right\"."
msgstr ""
"Vous ajustez généralement vos animations de cette façon, lorsque le "
"mouvement ne \"semble pas correct\"."
#: ../../docs/tutorials/animation/introduction_2d.rst:334
msgid "Advanced: Call Method tracks"
@@ -57354,7 +57388,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:7
#: ../../docs/tutorials/inputs/inputevent.rst:7
msgid "What is it?"
msgstr ""
msgstr "Qu'est-ce que c'est ?"
#: ../../docs/tutorials/animation/cutout_animation.rst:9
msgid ""
@@ -57383,6 +57417,10 @@ msgid ""
"`Paper Mario <https://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman "
"Origins <https://en.wikipedia.org/wiki/Rayman_Origins>`__ ."
msgstr ""
"Dans les jeux vidéo, cette technique est également devenue populaire. Des "
"exemples de ceci sont `Paper Mario <https://en.wikipedia.org/wiki/"
"Super_Paper_Mario>`__ ou `Rayman Origins <https://en.wikipedia.org/wiki/"
"Rayman_Origins>`__ ."
#: ../../docs/tutorials/animation/cutout_animation.rst:27
msgid "Cutout animation in Godot"
@@ -57401,6 +57439,11 @@ msgid ""
"sprite sizes, pivots, opacity, color modulation, and more, can all be "
"animated and blended."
msgstr ""
"**Le système d'animation est entièrement intégré au moteur** : Cela signifie "
"que les animations peuvent contrôler beaucoup plus que le simple mouvement "
"des objets. Les textures, la taille des sprites, les pivots, l'opacité, la "
"modulation des couleurs, et plus encore, peuvent tous être animés et "
"mélangés."
#: ../../docs/tutorials/animation/cutout_animation.rst:35
msgid ""
@@ -57417,6 +57460,9 @@ msgid ""
"**Custom Shaped Elements**: Custom shapes can be created with :ref:"
"`Polygon2D <class_Polygon2D>` allowing UV animation, deformations, etc."
msgstr ""
"**Éléments sur mesure** : Des formes personnalisées peuvent être créées "
"avec :ref:`Polygon2D <class_Polygon2D>` permettant l'animation UV, les "
"déformations, etc."
#: ../../docs/tutorials/animation/cutout_animation.rst:44
msgid ""
@@ -57439,7 +57485,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:51
#: ../../docs/tutorials/shading/shader_materials.rst:24
msgid "And much more!"
msgstr ""
msgstr "Et bien plus encore !"
#: ../../docs/tutorials/animation/cutout_animation.rst:54
msgid "Making of GBot"
@@ -57457,6 +57503,8 @@ msgstr ""
msgid ""
"Get your assets: :download:`gbot_resources.zip <files/gbot_resources.zip>`."
msgstr ""
"Obtenez vos ressources : :download:`gbot_resources.zip <files/gbot_resources."
"zip>`."
#: ../../docs/tutorials/animation/cutout_animation.rst:65
msgid "Setting up the rig"
@@ -57465,18 +57513,24 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:67
msgid "Create an empty Node2D as root of the scene, we will work under it:"
msgstr ""
"Créer un node2d vide en tant que racine de la scène où nous travaillerons :"
#: ../../docs/tutorials/animation/cutout_animation.rst:71
msgid ""
"The first node of the model is the hip. Generally, both in 2D and 3D, the "
"hip is the root of the skeleton. This makes it easier to animate:"
msgstr ""
"Le premier nœud du modèle est la hanche. Généralement, en 2D et 3D, la "
"hanche est la racine du squelette. Cela facilite l'animation :"
#: ../../docs/tutorials/animation/cutout_animation.rst:77
msgid ""
"Next will be the torso. The torso needs to be a child of the hip, so create "
"a child sprite and load the torso texture, later accommodate it properly:"
msgstr ""
"Le prochain sera le torse. Le torse doit être un enfant de la hanche, alors "
"créez un sprite enfant et chargez la texture du torse, puis adaptez-le "
"correctement :"
#: ../../docs/tutorials/animation/cutout_animation.rst:82
msgid ""
@@ -57484,25 +57538,32 @@ msgid ""
"the torso. We can do this be pressing ``E`` to enter rotate mode, and "
"dragging with the left mouse button. To exit rotate mode hit ``ESC``."
msgstr ""
"Ça a l'air bon. Voyons si notre hiérarchie fonctionne comme un squelette en "
"faisant tourner le torse. Nous pouvons faire cela en appuyant sur ``E`` pour "
"entrer en mode de rotation, et en faisant glisser avec le bouton gauche de "
"la souris. Pour quitter le mode de rotation, appuyez sur ``ESC``."
#: ../../docs/tutorials/animation/cutout_animation.rst:88
msgid "The rotation pivot is wrong and needs to be adjusted."
msgstr ""
msgstr "Le pivot de rotation est incorrect et doit être ajusté."
#: ../../docs/tutorials/animation/cutout_animation.rst:90
msgid ""
"This small cross in the middle of the :ref:`Sprite <class_Sprite>` is the "
"rotation pivot:"
msgstr ""
"Cette petite croix au milieu du :ref:`Sprite <class_Sprite>` est le pivot de "
"rotation :"
#: ../../docs/tutorials/animation/cutout_animation.rst:96
msgid "Adjusting the pivot"
msgstr ""
msgstr "Ajustement du pivot"
#: ../../docs/tutorials/animation/cutout_animation.rst:98
msgid ""
"The pivot can be adjusted by changing the *offset* property in the Sprite:"
msgstr ""
"Le pivot peut être ajusté en modifiant la propriété *offset* du Sprite :"
#: ../../docs/tutorials/animation/cutout_animation.rst:103
msgid ""
@@ -57510,6 +57571,10 @@ msgid ""
"pivot point, press the \"v\" key to move the pivot there for the selected "
"Sprite. There is also a tool in the tool bar that has a similar function."
msgstr ""
"Le pivot peut également être ajusté *visuellement*. En survolant le point de "
"pivot souhaité, appuyez sur la touche \"v\" pour y déplacer le pivot du "
"Sprite sélectionné. Il y a également un outil dans la barre d'outils qui a "
"une fonction similaire."
#: ../../docs/tutorials/animation/cutout_animation.rst:110
msgid ""
@@ -57517,12 +57582,17 @@ msgid ""
"each sprite in its correct place in the hierarchy, so its rotations and "
"translations are relative to its parent:"
msgstr ""
"Continuez à ajouter des morceaux de corps, en commençant par le bras droit. "
"Assurez-vous de placer chaque sprite à sa place correcte dans la hiérarchie, "
"afin que ses rotations et translations soient relatives à son parent :"
#: ../../docs/tutorials/animation/cutout_animation.rst:116
msgid ""
"With the left arm there's a problem. In 2D, child nodes appear in front of "
"their parents:"
msgstr ""
"Avec le bras gauche, il y a un problème. En 2D, les nœuds enfants "
"apparaissent devant leurs parents :"
#: ../../docs/tutorials/animation/cutout_animation.rst:121
msgid ""
@@ -57532,16 +57602,24 @@ msgid ""
"hierarchy. This means it wouldn't be affected the movement of the torso. "
"We'll fix this problem with ``RemoteTransform2D`` nodes."
msgstr ""
"Nous voulons que le bras gauche apparaisse *derrière* la hanche et le torse. "
"Nous pourrions déplacer les nœuds du bras gauche derrière la hanche (au-"
"dessus du nœud de la hanche dans la hiérarchie de la scène), mais alors le "
"bras gauche n'est plus à sa place dans la hiérarchie. Cela signifie qu'il ne "
"serait pas affecté par le mouvement du torse. Nous allons corriger ce "
"problème avec les nœuds ``RemoteTransform2D``."
#: ../../docs/tutorials/animation/cutout_animation.rst:127
msgid ""
"You can also fix depth ordering problems by adjusting the Z property of any "
"node inheriting from Node2D."
msgstr ""
"Vous pouvez également résoudre les problèmes d'ordonnancement de la "
"profondeur en ajustant la propriété Z de tout nœud héritant de Node2D."
#: ../../docs/tutorials/animation/cutout_animation.rst:131
msgid "RemoteTransform2D node"
msgstr ""
msgstr "Nœud RemoteTransform2D"
#: ../../docs/tutorials/animation/cutout_animation.rst:133
msgid ""
@@ -57550,6 +57628,10 @@ msgid ""
"(including any transformation it inherits from its parents) to the remote "
"node it targets."
msgstr ""
"Le nœud :ref:`RemoteTransform2D <class_RemoteTransform2D>` transforme les "
"nœuds quelque part ailleurs dans la hiérarchie. Ce nœud applique sa propre "
"transformation (y compris toute transformation héritée de ses parents) au "
"nœud distant qu'il cible."
#: ../../docs/tutorials/animation/cutout_animation.rst:137
msgid ""
@@ -57564,22 +57646,32 @@ msgid ""
"call it ``remote_hand_l``. Use the ``Remote Path`` property of the two new "
"nodes to target the ``arm_l`` and ``hand_l`` sprites respectively:"
msgstr ""
"Créez un nœud ``RemoteTransform2D`` en tant qu'enfant du torse. Appelez le "
"``remote_arm_l``. Créez un autre nœud RemoteTransform2D à l'intérieur du "
"premier et appelez le ``remote_hand_l``. Utilisez la propriété ``Remote "
"Path`` des deux nouveaux nœuds pour cibler les sprites ``arm_l`` et "
"``hand_l`` respectivement :"
#: ../../docs/tutorials/animation/cutout_animation.rst:147
msgid ""
"Moving the ``RemoteTransform2D`` nodes now moves the sprites. So we can "
"create animations by adjusting the ``RemoteTransform2D`` transforms:"
msgstr ""
"Le déplacement des nœuds ``RemoteTransform2D`` déplace maintenant les "
"sprites. Ainsi, nous pouvons créer des animations en ajustant les "
"transformations ``RemoteTransform2D`` :"
#: ../../docs/tutorials/animation/cutout_animation.rst:153
msgid "Completing the skeleton"
msgstr ""
msgstr "Compléter le squelette"
#: ../../docs/tutorials/animation/cutout_animation.rst:155
msgid ""
"Complete the skeleton by following the same steps for the rest of the parts. "
"The resulting scene should look similar to this:"
msgstr ""
"Complétez le squelette en suivant les mêmes étapes pour le reste des pièces. "
"La scène qui en résulte devrait ressembler à celle-ci :"
#: ../../docs/tutorials/animation/cutout_animation.rst:160
msgid ""
@@ -57606,31 +57698,36 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:170
msgid "To solve these problems we'll use Godot's skeletons."
msgstr ""
msgstr "Pour résoudre ces problèmes, nous utiliserons les squelettes de Godot."
#: ../../docs/tutorials/animation/cutout_animation.rst:173
msgid "Skeletons"
msgstr ""
msgstr "Squelettes"
#: ../../docs/tutorials/animation/cutout_animation.rst:175
msgid ""
"In Godot there is a helper to create \"bones\" between nodes. The bone-"
"linked nodes are called skeletons."
msgstr ""
"Dans Godot, il y a une aide pour créer des \"os\" entre les nœuds. Les nœuds "
"liés aux os sont appelés squelettes."
#: ../../docs/tutorials/animation/cutout_animation.rst:178
msgid ""
"As an example, let's turn the right arm into a skeleton. To create a "
"skeleton, a chain of nodes must be selected from top to bottom:"
msgstr ""
"A titre d'exemple, transformons le bras droit en squelette. Pour créer un "
"squelette, une chaîne de nœuds doit être sélectionnée de haut en bas :"
#: ../../docs/tutorials/animation/cutout_animation.rst:183
msgid "Then, click on the Skeleton menu and select ``Make Bones``."
msgstr ""
msgstr "Ensuite, cliquez sur le menu Squelette et sélectionnez ``Make Bones``."
#: ../../docs/tutorials/animation/cutout_animation.rst:187
msgid "This will add bones covering the arm, but the result may be surprising."
msgstr ""
"Cela ajoutera des os couvrant le bras, mais le résultat peut être surprenant."
#: ../../docs/tutorials/animation/cutout_animation.rst:191
msgid ""
@@ -57638,6 +57735,9 @@ msgid ""
"parent. And there's currently no child of the hand node. With this knowledge "
"let's try again."
msgstr ""
"Pourquoi la main n'a pas d'os ? Dans Godot, un os relie un nœud à son "
"parent. Et il n'y a actuellement aucun enfant du nœud de la main. Sachant "
"cela, essayons encore une fois."
#: ../../docs/tutorials/animation/cutout_animation.rst:195
msgid ""
@@ -57645,17 +57745,25 @@ msgid ""
"ref:`Position2D <class_Position2D>` is preferred because it's visible in the "
"editor. The endpoint node will ensure that the last bone has orientation."
msgstr ""
"La première étape consiste à créer un nœud d'extrémité. N'importe quel type "
"de nœud fera l'affaire, mais :ref:`Position2D <class_Position2D>` est "
"préféré car il est visible dans l'éditeur. Le nœud d'extrémité permet de "
"s'assurer que le dernier os a une orientation."
#: ../../docs/tutorials/animation/cutout_animation.rst:202
msgid ""
"Now select the whole chain, from the endpoint to the arm and create bones:"
msgstr ""
"Sélectionnez maintenant toute la chaîne, de l'extrémité au bras et créez des "
"os :"
#: ../../docs/tutorials/animation/cutout_animation.rst:207
msgid ""
"The result resembles a skeleton a lot more, and now the arm and forearm can "
"be selected and animated."
msgstr ""
"Le résultat ressemble beaucoup plus à un squelette, et maintenant le bras et "
"l'avant-bras peuvent être sélectionnés et animés."
#: ../../docs/tutorials/animation/cutout_animation.rst:210
msgid ""
@@ -57671,6 +57779,11 @@ msgid ""
"we don't want that. To fix this, select the root and hip node, open the "
"Skeleton menu, click ``clear bones``."
msgstr ""
"Vous remarquerez peut-être qu'un os supplémentaire est créé lors de la "
"connexion de la hanche et du torse. Godot a relié le nœud de la hanche à la "
"racine de la scène avec un os, et nous ne voulons pas cela. Pour résoudre ce "
"problème, sélectionnez le nœud racine et le nœud de hanche, ouvrez le menu "
"Squelette, cliquez sur \" Effacer les os \"."
#: ../../docs/tutorials/animation/cutout_animation.rst:221
msgid "Your final skeleton should look something like this:"
@@ -57681,6 +57794,8 @@ msgid ""
"You might have noticed a second set of endpoints in the hands. This will "
"make sense soon."
msgstr ""
"Vous avez peut-être remarqué une deuxième série de points d'extrémité dans "
"les mains. Cela aura bientôt un sens."
#: ../../docs/tutorials/animation/cutout_animation.rst:228
msgid ""
@@ -57690,7 +57805,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:232
msgid "IK chains"
msgstr ""
msgstr "Chaînes IK"
#: ../../docs/tutorials/animation/cutout_animation.rst:234
msgid ""
@@ -57706,6 +57821,8 @@ msgstr ""
msgid ""
"IK allows us to move directly the foot while the shin and thigh self-adjust."
msgstr ""
"IK nous permet de déplacer directement le pied pendant que le tibia et la "
"cuisse s'ajustent d'eux-mêmes."
#: ../../docs/tutorials/animation/cutout_animation.rst:243
msgid ""
@@ -57713,14 +57830,17 @@ msgid ""
"the chain. For example, to create an IK chain for the right leg, select the "
"following:"
msgstr ""
"Pour créer une chaîne IK, sélectionnez une chaîne d'os de l'extrémité à la "
"base pour la chaîne. Par exemple, pour créer une chaîne IK pour la jambe "
"droite, sélectionnez ce qui suit :"
#: ../../docs/tutorials/animation/cutout_animation.rst:249
msgid "Then enable this chain for IK. Go to Edit > Make IK Chain."
msgstr ""
msgstr "Alors activez cette chaîne pour IK. Allez dans Edit > Make IK Chain."
#: ../../docs/tutorials/animation/cutout_animation.rst:253
msgid "As a result, the base of the chain will turn *Yellow*."
msgstr ""
msgstr "En conséquence, la base de la chaîne deviendra *Jaune*."
#: ../../docs/tutorials/animation/cutout_animation.rst:257
msgid ""
@@ -57728,6 +57848,10 @@ msgid ""
"chain (e.g. a foot) and move it. You'll see the rest of the chain adjust as "
"you adjust its position."
msgstr ""
"Une fois que la chaîne IK est mise en place, prenez un enfant ou un petit-"
"enfant de la base de la chaîne (par exemple un pied) et déplacez-le. Vous "
"verrez le reste de la chaîne s'ajuster au fur et à mesure que vous ajustez "
"sa position."
#: ../../docs/tutorials/animation/cutout_animation.rst:264
msgid "Animation tips"
@@ -57749,6 +57873,8 @@ msgid ""
"Special contextual elements appear in the top toolbar when the animation "
"editor window is open:"
msgstr ""
"Des éléments contextuels spéciaux apparaissent dans la barre d'outils "
"supérieure lorsque la fenêtre de l'éditeur d'animation est ouverte :"
#: ../../docs/tutorials/animation/cutout_animation.rst:278
msgid ""
@@ -57813,7 +57939,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:316
msgid "Modifying rotation only"
msgstr ""
msgstr "Modification de la rotation uniquement"
#: ../../docs/tutorials/animation/cutout_animation.rst:318
msgid ""
@@ -57832,6 +57958,8 @@ msgid ""
"This will avoid the creation of unwanted animation tracks for position and "
"scale."
msgstr ""
"Cela évitera la création de pistes d'animation non désirées pour la position "
"et l'échelle."
#: ../../docs/tutorials/animation/cutout_animation.rst:331
msgid "Keyframing IK chains"
@@ -57846,7 +57974,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:338
msgid "Visually move a sprite behind its parent"
msgstr ""
msgstr "Déplacer visuellement un sprite derrière son parent"
#: ../../docs/tutorials/animation/cutout_animation.rst:340
msgid ""
@@ -57856,6 +57984,12 @@ msgid ""
"him. During this animation the whole arm and the object in his hand would "
"need to change their visual depth relative to the body of the character."
msgstr ""
"Il est parfois nécessaire de faire changer la profondeur visuelle d'un nœud "
"par rapport à son nœud parent pendant une animation. Pensez à un personnage "
"face à la caméra, qui sort quelque chose de derrière son dos et le tient "
"devant lui. Au cours de cette animation, le bras entier et l'objet dans sa "
"main devraient changer leur profondeur visuelle par rapport au corps du "
"personnage."
#: ../../docs/tutorials/animation/cutout_animation.rst:346
msgid ""
@@ -57868,7 +58002,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:354
msgid "Setting easing curves for multiple keys"
msgstr ""
msgstr "Réglage des courbes de transition pour plusieurs clés"
#: ../../docs/tutorials/animation/cutout_animation.rst:356
msgid "To apply the same the easing curve to multiple keyframes at once:"
@@ -57883,14 +58017,18 @@ msgid ""
"Click on the pencil icon in the bottom right of the animation panel, this "
"will open the transition editor."
msgstr ""
"Cliquez sur l'icône du crayon en bas à droite du panneau d'animation, cela "
"ouvrira l'éditeur de transition."
#: ../../docs/tutorials/animation/cutout_animation.rst:361
msgid "In the transition editor click on the desired curve to apply it."
msgstr ""
"Dans l'éditeur de transition, cliquez sur la courbe souhaitée pour "
"l'appliquer."
#: ../../docs/tutorials/animation/cutout_animation.rst:366
msgid "2D Skeletal deform"
msgstr ""
msgstr "Déformation squelettique 2D"
#: ../../docs/tutorials/animation/cutout_animation.rst:368
msgid ""
@@ -57903,6 +58041,7 @@ msgstr ""
msgid ""
"This process is described in a :ref:`separate tutorial <doc_2d_skeletons>`."
msgstr ""
"Ce processus est décrit dans :ref:`un tutoriel séparé <doc_2d_skeletons>`."
#: ../../docs/tutorials/animation/2d_skeletons.rst:4
msgid "2D skeletons"
@@ -57915,6 +58054,11 @@ msgid ""
"function is not used as often, it's difficult to find mainstream software "
"aimed for this."
msgstr ""
"Lorsque l'on travaille avec la 3D, les déformations du squelette sont "
"courantes pour les personnages et les créatures et la plupart des "
"applications de modélisation 3D les prennent en charge. Pour la 2D, comme "
"cette fonction n'est pas utilisée aussi souvent, il est difficile de trouver "
"des logiciels grand public qui s'y destinent."
#: ../../docs/tutorials/animation/2d_skeletons.rst:13
msgid ""
@@ -57922,40 +58066,55 @@ msgid ""
"Dragonbones. From Godot 3.1 onwards, though, this functionality is supported "
"built-in."
msgstr ""
"Une option consiste à créer des animations dans des logiciels tiers tels que "
"Spine ou Dragonbones. A partir de Godot 3.1, cependant, cette fonctionnalité "
"est prise en charge de manière intégrée."
#: ../../docs/tutorials/animation/2d_skeletons.rst:16
msgid ""
"Why would you want to do skeletal animations directly in Godot? The answer "
"is that there are many advantages to it:"
msgstr ""
"Pourquoi voudriez-vous faire des animations de squelettes directement dans "
"Godot ? La réponse est qu'elle présente de nombreux avantages :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:18
msgid ""
"Better integration with the engine, so less hassle importing and editing "
"from an external tool."
msgstr ""
"Meilleure intégration avec le moteur, donc moins de problèmes d'importation "
"et d'édition depuis un outil externe."
#: ../../docs/tutorials/animation/2d_skeletons.rst:19
msgid ""
"Ability to control particle systems, shaders, sounds, call scripts, colors, "
"transparency, etc. in animations."
msgstr ""
"Possibilité de contrôler les systèmes de particules, les shaders, les sons, "
"les scripts d'appel, les couleurs, la transparence, etc. dans les animations."
#: ../../docs/tutorials/animation/2d_skeletons.rst:20
msgid ""
"The built-in skeletal system in Godot is very efficient and designed for "
"performance."
msgstr ""
"Le système de squelette intégré dans Godot est très efficace et conçu pour "
"la performance."
#: ../../docs/tutorials/animation/2d_skeletons.rst:22
msgid "The following tutorial will, then, explain 2D skeletal deformations."
msgstr ""
"Le tutoriel suivant expliquera donc les déformations de squelette en 2D."
#: ../../docs/tutorials/animation/2d_skeletons.rst:27
msgid ""
"Before starting, it is advised to go through the :ref:`doc_cutout_animation` "
"tutorial to gain a general understanding of animating within Godot."
msgstr ""
"Avant de commencer, il est conseillé de passer par le tutoriel :ref:"
"`doc_cutout_animation` pour avoir une compréhension générale de l'animation "
"dans Godot."
#: ../../docs/tutorials/animation/2d_skeletons.rst:30
msgid ""
@@ -57963,6 +58122,9 @@ msgid ""
"character. Download it from :download:`gBot_pieces.png <img/gBot_pieces."
"png>` or save the image below."
msgstr ""
"Pour ce tutoriel, nous utiliserons une seule image pour construire notre "
"personnage. Téléchargez-la à partir de :download:`gBot_pieces.png <img/"
"gBot_pieces.png>` ou enregistrez l'image ci-dessous."
#: ../../docs/tutorials/animation/2d_skeletons.rst:35
msgid ""
@@ -57970,6 +58132,9 @@ msgid ""
"`gBot_complete.png <img/gBot_complete.png>` to have a good reference for "
"putting the different pieces together."
msgstr ""
"Il est également conseillé de télécharger l'image finale du personnage : "
"download:`gBot_complete.png <img/gBot_complete.png>` pour avoir une bonne "
"référence pour assembler les différents morceaux."
#: ../../docs/tutorials/animation/2d_skeletons.rst:41
msgid "Creating the polygons"
@@ -57981,40 +58146,56 @@ msgid ""
"character, you may want to use a ``KinematicBody2D``). For ease of use, an "
"empty 2D node is created as a root for the polygons."
msgstr ""
"Créez une nouvelle scène pour votre modèle (si c'est un personnage animé, "
"vous pouvez utiliser un ``KinematicBody2D``). Pour faciliter l'utilisation, "
"un nœud 2D vide est créé comme racine pour les polygones."
#: ../../docs/tutorials/animation/2d_skeletons.rst:46
msgid ""
"Begin with a ``Polygon2D`` node. There is no need to place it anywhere in "
"the scene for now, so simply create it like this:"
msgstr ""
"Commencez par un nœud ``Polygon2D``. Il n'est pas nécessaire de le placer "
"quelque part dans la scène pour l'instant, alors créez-le simplement comme "
"ceci :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:50
msgid ""
"Select it and assign the texture with the character pieces you have "
"downloaded before:"
msgstr ""
"Sélectionnez-le et assignez la texture avec les morceaux de personnage que "
"vous avez téléchargés auparavant :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:54
msgid ""
"Drawing a polygon directly is not advised. Instead, open the \"UV\" dialog "
"for the polygon:"
msgstr ""
"Il n'est pas conseillé de dessiner un polygone directement. Au lieu de cela, "
"ouvrez la boîte de dialogue \"UV\" pour le polygone :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:58
msgid ""
"Head over to the *Points* mode, select the pencil and draw a polygon around "
"the desired piece:"
msgstr ""
"Passez en mode *Points*, sélectionnez le crayon et dessinez un polygone "
"autour de la pièce désirée :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:62
msgid ""
"Duplicate the polygon node, rename it properly, enter the \"UV\" dialog "
"again and replace the old polygon with another one in the new desired piece."
msgstr ""
"Dupliquer le nœud polygone, renommer le correctement, entrer à nouveau dans "
"le dialogue \"UV\" et remplacer l'ancien polygone par un autre dans la "
"nouvelle pièce désirée."
#: ../../docs/tutorials/animation/2d_skeletons.rst:66
msgid "Keep doing this until all pieces have been mapped."
msgstr ""
"Continuez à faire ça jusqu'à ce que tous les morceaux soient cartographiés."
#: ../../docs/tutorials/animation/2d_skeletons.rst:70
msgid ""
@@ -58022,6 +58203,9 @@ msgid ""
"in the original texture. This is because (by default) when you draw a "
"polygon, the UV and points are the same."
msgstr ""
"Vous remarquerez que les pièces pour les nœuds apparaissent dans la même "
"disposition que dans la texture originale. C'est parce que (par défaut) "
"quand vous dessinez un polygone, les UV et les points sont les mêmes."
#: ../../docs/tutorials/animation/2d_skeletons.rst:73
msgid ""
@@ -58029,12 +58213,19 @@ msgid ""
"There is no need to change pivots, so don't bother making sure rotation "
"pivots for each piece are right; you can leave them be for now."
msgstr ""
"Réorganisez les pièces et construisez le personnage. Ça devrait être assez "
"rapide. Il n'est pas nécessaire de changer les pivots, donc ne vous embêtez "
"pas à vous assurer que les pivots de rotation de chaque pièce sont "
"corrects ; vous pouvez les laisser tels quels pour le moment."
#: ../../docs/tutorials/animation/2d_skeletons.rst:78
msgid ""
"Ah, the visual order of the pieces is not correct yet, as some are covering "
"wrong pieces. Rearrange the order of the nodes to fix this:"
msgstr ""
"Ah, l'ordre visuel des pièces n'est pas encore correct, car certaines "
"couvrent de mauvaises pièces. Réorganisez l'ordre des nœuds pour régler ce "
"problème :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:82
msgid ""
@@ -58050,6 +58241,8 @@ msgid ""
"Create a ``Skeleton2D`` node as a child of the root node. This will be the "
"base of our skeleton:"
msgstr ""
"Créez un nœud ``Skeleton2D`` en tant qu'enfant du nœud racine. Ce sera la "
"base de notre squelette :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:91
msgid ""
@@ -58057,10 +58250,14 @@ msgid ""
"(usually skeletons start here). The bone will be pointing to the right, but "
"you can ignore this for now."
msgstr ""
"Créez un nœud ``Bone2D`` en tant qu'enfant du squelette. Mettez-le sur la "
"hanche (habituellement les squelettes commencent ici). L'os pointera vers la "
"droite, mais vous pouvez l'ignorer pour l'instant."
#: ../../docs/tutorials/animation/2d_skeletons.rst:96
msgid "Keep creating bones in hierarchy and naming them accordingly."
msgstr ""
"Continuez à créer des os dans la hiérarchie et à les nommer en conséquence."
#: ../../docs/tutorials/animation/2d_skeletons.rst:100
msgid ""
@@ -58068,6 +58265,10 @@ msgid ""
"short and pointing to the right. This is normal for bones without children. "
"The length of *tip* bones can be changed with a property in the inspector:"
msgstr ""
"A la fin de cette chaîne, il y aura un nœud *jaw* (mâchoire). Il est, encore "
"une fois, très court et pointe vers la droite. C'est normal pour des os sans "
"enfants. La longueur des os de *pointe* peut être modifiée avec une "
"propriété dans l'inspecteur :"
#: ../../docs/tutorials/animation/2d_skeletons.rst:105
msgid ""
@@ -73828,14 +74029,12 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2
#, fuzzy
msgid "VR starter tutorial"
msgstr "Tutoriel pour commencer en VR"
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4
#, fuzzy
msgid "VR starter tutorial part 1"
msgstr "Tutoriel pour commencer en VR première partie"
msgstr "Tutoriel pour commencer en VR partie 1"
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11
msgid ""
@@ -75729,9 +75928,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4
#, fuzzy
msgid "VR starter tutorial part 2"
msgstr "Tutoriel pour commencer en VR première partie"
msgstr "Tutoriel pour commencer en VR partie 2"
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11
msgid ""

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@@ -11,6 +11,7 @@
# Gaetan Deglorie <sharkithepointed@gmail.com>, 2018-2019.
# jaron maene <jaron.maene@gmail.com>, 2018.
# jef dered <themen098s@vivaldi.net>, 2019.
# Julian <jdhoogvorst@gmail.com>, 2019.
# Laurent Windels <laurentwindels@yahoo.com>, 2018.
# Melvin Louwerse <aterlamia@gmail.com>, 2018.
# Peter <pshijma@gmail.com>, 2018.
@@ -26,8 +27,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-12-03 07:10+0000\n"
"Last-Translator: Filip Van Raemdonck <arrawn@gmail.com>\n"
"PO-Revision-Date: 2019-12-21 08:38+0000\n"
"Last-Translator: Julian <jdhoogvorst@gmail.com>\n"
"Language-Team: Dutch <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/nl/>\n"
"Language: nl\n"
@@ -35,7 +36,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.10-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -2790,7 +2791,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:4
msgid "Instancing"
msgstr ""
msgstr "Instancing"
#: ../../docs/getting_started/step_by_step/instancing.rst:9
msgid ""
@@ -2806,6 +2807,9 @@ msgid ""
"In :ref:`doc_scenes_and_nodes` you learned that a scene is a collection of "
"nodes organized in a tree structure, with a single node as the tree root."
msgstr ""
"In ref:`doc_scenes_and_nodes` heb je geleerd dat een scène een verzameling "
"Knooppunt is die in een boomstructuur, met één Knooppunt als wortel, "
"georganiseerd zijn."
#: ../../docs/getting_started/step_by_step/instancing.rst:20
msgid ""
@@ -2813,20 +2817,25 @@ msgid ""
"saved in this manner are called \"Packed Scenes\" and have a ``.tscn`` "
"filename extension."
msgstr ""
"Je kunt zoveel scène aanmaken en opslaan als je wilt. Opgeslagen Scène "
"worden \"Packed Scenes\" genoemd en hebben ``.tscn`` als extensie."
#: ../../docs/getting_started/step_by_step/instancing.rst:26
msgid ""
"Once a scene has been saved, it can be instanced into another scene as if it "
"were any other node."
msgstr ""
"Wanneer een scène is opgeslagen kan deze in een andere scène worden "
"toegevoegd alsof het een ander Knooppunt is."
#: ../../docs/getting_started/step_by_step/instancing.rst:31
msgid "In the above picture, Scene B was added to Scene A as an instance."
msgstr ""
"In bovenstaande afbeelding is scène B aan scène A toegevoegd als instantie."
#: ../../docs/getting_started/step_by_step/instancing.rst:34
msgid "Instancing by example"
msgstr ""
msgstr "Instantie voorbeeld"
#: ../../docs/getting_started/step_by_step/instancing.rst:36
msgid ""
@@ -15030,7 +15039,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:306
msgid "Resource Path"
msgstr ""
msgstr "Resource pad"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:308
msgid ""
@@ -17821,7 +17830,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:23
msgid "Format"
msgstr ""
msgstr "Formaat"
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:23
msgid "1 second of audio"
@@ -67953,7 +67962,7 @@ msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:23
msgid "Value"
msgstr ""
msgstr "Waarde"
#: ../../docs/tutorials/misc/binary_serialization_api.rst:25
msgid "0"
@@ -69749,7 +69758,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:128
msgid "Profiler"
msgstr ""
msgstr "Profiler"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130
msgid ""
@@ -69804,7 +69813,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156
msgid "Monitors"
msgstr ""
msgstr "Monitors"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158
msgid ""
@@ -69817,7 +69826,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163
msgid "Video Mem"
msgstr ""
msgstr "Video Mem"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165
msgid ""
@@ -69827,7 +69836,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168
msgid "Misc"
msgstr ""
msgstr "Overig"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170
msgid ""
@@ -70320,7 +70329,7 @@ msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:142
msgid "Target"
msgstr ""
msgstr "Doel"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
msgid "Target controls optimization and debug flags. Each mode means:"

View File

@@ -40,8 +40,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-10-18 18:03+0000\n"
"Last-Translator: Michael <michael0march@gmail.com>\n"
"PO-Revision-Date: 2019-12-21 08:38+0000\n"
"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/pl/>\n"
"Language: pl\n"
@@ -50,7 +50,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 3.9.1-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -74386,9 +74386,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149
#, fuzzy
msgid "Network Profiler"
msgstr "Profiler"
msgstr "Profiler sieci"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151
msgid ""

View File

@@ -56,6 +56,7 @@
# João Victor Lima <victordevtb@outlook.com>, 2018.
# Joaquim Ferreira <joaquimferreira1996@bol.com.br>, 2018-2019.
# Joel Landgraf Filho <joel.landgraf@gmail.com>, 2019.
# johnnybigoode <jamarson@gmail.com>, 2019.
# José Leonardo Ayres Pereira <leonardo.ayres@gmail.com>, 2019.
# Julio Yagami <juliohenrique31501234@hotmail.com>, 2018-2019.
# ieleny filgueira <ielenyfilgueira@hotmail.com>, 2018.
@@ -130,8 +131,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-12-16 23:50+0000\n"
"Last-Translator: Lauan Souza <lauan.s.souza@gmail.com>\n"
"PO-Revision-Date: 2019-12-21 08:38+0000\n"
"Last-Translator: johnnybigoode <jamarson@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_BR/>\n"
"Language: pt_BR\n"
@@ -139,7 +140,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 3.10-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -4071,28 +4072,25 @@ msgstr ""
"<class_Object_method__notification>` ao seu roteiro:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:193
#, fuzzy
msgid ""
"The documentation of each class in the :ref:`Class Reference <toc-class-"
"ref>` shows the notifications it can receive. However, in most cases "
"GDScript provides simpler overridable functions."
msgstr ""
"A documentação de cada classe na :ref:`Referência das Classes <toc-class-"
"A documentação de cada classe em :ref:`Referência das Classes <toc-class-"
"ref>` mostra as notificações que ela pode receber. No entanto, na maior "
"parte dos casos, a GDScript fornece funções substituíveis mais simples."
"parte dos casos, a GDScript fornece funções sobrescrevíveis mais simples."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:198
#, fuzzy
msgid "Overridable functions"
msgstr "Funções substituíveis"
msgstr "Funções sobrescrevíveis"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:200
#, fuzzy
msgid ""
"Such overridable functions, which are described as follows, can be applied "
"to nodes:"
msgstr ""
"Tais funções substituíveis, como descritas no código, podem ser aplicadas a "
"Tais funções sobrescrevíveis, descritas em seguida, podem ser aplicadas a "
"nós:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:272
@@ -4947,16 +4945,17 @@ msgstr ""
"play()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:311
#, fuzzy
msgid ""
"Now that we have a movement direction, we can update the player's position. "
"We can also use ``clamp()`` to prevent it from leaving the screen. "
"*Clamping* a value means restricting it to a given range. Add the following "
"to the bottom of the ``_process`` function:"
msgstr ""
"Agora que temos uma direção de movimento, podemos atualizar a posição de "
"``Jogador`` e usar ``clamp()`` (limitar) para impedir que ele saia da tela. "
"Fazemos isso adicionando o seguinte código ao final da função ``_process``:"
"Agora que temos uma direção de movimento, podemos atualizar a posição do "
"jogador. Podemos utilizar ``clamp()`` (segurar, como quando utilizamos uma "
"braçadeira ou um torno) para impedir que ele saia da tela. *Segurar* um "
"valor significa restringi-lo a um intervalo. Adicione o seguinte código no "
"final da função ``_process``:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:332
msgid ""
@@ -5663,13 +5662,12 @@ msgstr ""
"`doc_design_interfaces_with_the_control_nodes` para mais detalhes."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:915
#, fuzzy
msgid ""
"Arrange the nodes as shown below. Click the \"Layout\" button to set a "
"Control node's layout:"
msgstr ""
"Organize os nós conforme mostrado abaixo. Clique no botão \"Âncora\" para "
"definir a âncora para um nó Control:"
"Organize os nós conforme indicado abaixo. Clique no botão \"Disposição "
"(Layout)\" para definir a disposição de um nó de controle:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
msgid ""
@@ -6461,18 +6459,17 @@ msgstr ""
"seguintes arquivos:"
#: ../../docs/getting_started/step_by_step/exporting.rst:274
#, fuzzy
msgid ""
"Viewing the `.html` file in your browser lets you play the game. However, "
"you can't open the file directly, it needs to be served by a web server. If "
"you don't have one set up on your computer, you can search online to find "
"suggestions for your specific OS."
msgstr ""
"Visualizar o arquivo `.html` no seu navegador permite que você jogue o jogo. "
"No entanto, você não pode abrir o arquivo diretamente, pois ele precisará "
"ser servido por um servidor da web. Se você não tiver um configurado em seu "
"computador, poderá usar o Google para encontrar sugestões para seu sistema "
"operacional específico."
"Visualizar o arquivo `.html` no seu navegador permite que você abra o jogo. "
"No entanto, você não pode abrir o arquivo diretamente, é necessário que ele "
"seja disponibilizado por um servidor web. Se você não tiver um em seu "
"computador, pesquise na internet sugestões para seu sistema operacional "
"específico."
#: ../../docs/getting_started/step_by_step/exporting.rst:279
msgid ""
@@ -6495,7 +6492,6 @@ msgstr ""
"projeto."
#: ../../docs/getting_started/step_by_step/exporting.rst:287
#, fuzzy
msgid ""
"While WASM is supported in all major browsers, it is still an emerging "
"technology and you may find some things that don't work. Make sure you have "
@@ -6503,8 +6499,8 @@ msgid ""
"find at the `Godot Github repository <https://github.com/godotengine/godot/"
"issues>`_."
msgstr ""
"O suporte do navegador para o WASM não é muito difundido. O Firefox e o "
"Chrome são compatíveis, mas você ainda pode encontrar algumas coisas que não "
"Apesar de WASM ter suporte na maioria dos navegadores, ainda é uma "
"tecnologia emergente e você pode encontrar algumas coisas que ainda não "
"funcionam. Certifique-se de ter atualizado seu navegador para a versão mais "
"recente, e relate quaisquer erros que você encontrar no repositório do "
"`Godot no Github <https://github.com/godotengine/godot/issues>`_."
@@ -6746,16 +6742,15 @@ msgstr ""
"zero pelos colaboradores."
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:115
#, fuzzy
msgid ""
"Anyone can plug in proprietary tools for the needs of their projects — they "
"just wont ship with the engine. This may include Google AdMob, or FMOD. Any "
"of these can come as third-party plugins instead."
msgstr ""
"Qualquer um pode conectar ferramentas proprietárias para as necessidades de "
"seus projetos - elas simplesmente não são enviadas com a engine. Isso pode "
"incluir o NViDia PhysX, o Google Admob ou um importador de arquivos FBX. "
"Qualquer um destes pode vir como plugins de terceiros."
"Qualquer um pode conectar ferramentas proprietárias em seus projetos - elas "
"apenas não estão disponíveis com a engine do Godot. Isso pode incluir NViDia "
"PhysX, o Google Admob ou um importador de arquivos FBX. Qualquer um destes "
"pode vir como plugins de terceiros."
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:120
msgid ""
@@ -6877,7 +6872,6 @@ msgid "Design interfaces with the Control nodes"
msgstr "Design de interfaces com os nós de Controle"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:6
#, fuzzy
msgid ""
"Computer displays, mobile phones, and TV screens come in all shapes and "
"sizes. To ship a game, you'll need to support different screen ratios and "
@@ -6885,12 +6879,12 @@ msgid ""
"platforms. Thankfully, Godot comes with robust tools to design and manage a "
"responsive User Interface."
msgstr ""
"Monitores de computador, telefones celulares e tela de TV existem em todas "
"as formas e tamanhos. Para enviar um jogo, você precisará suportar "
"diferentes proporções e resoluções de tela. Pode ser difícil criar "
"interfaces responsivas que se adaptem a todas as plataformas. Felizmente, o "
"Godot vem com ferramentas robustas para projetar e gerenciar a interface de "
"usuário responsiva."
"Telas de computadores, celulares e TVs existem em todas as formas e "
"tamanhos. Para enviar um jogo, será necessário suportar diferentes "
"proporções e resoluções de tela. Pode ser difícil criar interfaces "
"responsivas que se adaptem a todas as plataformas. Felizmente, o Godot vem "
"com ferramentas robustas para projetar e gerenciar de forma responsiva a "
"interface de usuário."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:14
msgid "Godot's editor is made with the engine's UI framework"

View File

@@ -98,6 +98,7 @@
# Дарисон ДиДжей Младший <xd02-02@mail.ru>, 2019.
# Дмитрий <Aress.87@mail.ru>, 2019.
# Дмитрий Ефимов <daefimov@gmail.com>, 2018-2019.
# Дмитрий Карпенко <dimankarpenko@yandex.ru>, 2019.
# Евгений <ge-rom@mail.ru>, 2019.
# Егор Бураков <fend.q@mail.ru>, 2018.
# Егор Рябуха (REgorion) <ryrgor@gmail.com>, 2018.
@@ -116,8 +117,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-12-15 05:53+0000\n"
"Last-Translator: Sub Atom <pavelotmorozik@gmail.com>\n"
"PO-Revision-Date: 2019-12-21 08:38+0000\n"
"Last-Translator: Евгений <ge-rom@mail.ru>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ru/>\n"
"Language: ru\n"
@@ -126,7 +127,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 3.10-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -3741,7 +3742,7 @@ msgid ""
"created. By default, the method name will contain the emitting node's name "
"(\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``."
msgstr ""
"В низу диалогового окна указано имя метода, который будет создан. По "
"Внизу диалогового окна указано имя метода, который будет создан. По "
"умолчанию, имя будет содержать название узла “испускающего” сигнал (в данном "
"случае “Button”). В результате мы получим "
"``_on_[EmitterNode]_[signal_name]``."
@@ -59364,7 +59365,7 @@ msgstr ""
#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:119
msgid "Point size for point drawing."
msgstr ""
msgstr "Размер точки для рисования."
#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:125
msgid ""

View File

@@ -39,6 +39,7 @@
# king <wangding1992@126.com>, 2019.
# kirk_king <kirk_kpt@163.com>, 2018.
# Leo Xu <leoxupku@gmail.com>, 2019.
# ljcduo <501297819@qq.com>, 2019.
# Lucas-GH <linma.cn@live.com>, 2019.
# Lyu Shiqing <shiqing-thu18@yandex.com>, 2019.
# Ming Little <crytxkb@gmail.com>, 2019.
@@ -90,8 +91,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: 2019-12-16 23:51+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"PO-Revision-Date: 2019-12-21 08:39+0000\n"
"Last-Translator: ljcduo <501297819@qq.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/zh_Hans/>\n"
"Language: zh_CN\n"
@@ -99,7 +100,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"X-Generator: Weblate 3.10-dev\n"
"X-Generator: Weblate 3.10\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -3115,7 +3116,7 @@ msgid ""
"Finally, one of our brightest additions for the 3.0 release: GDNative allows "
"scripting in C++ without needing to recompile (or even restart) Godot."
msgstr ""
"最后是3.0版本的一个亮点GDNative允许C++编写脚本,无需重新编译(甚至都不用"
"最后是3.0版本的一个亮点GDNative允许使用C++编写脚本,无需重新编译(甚至都不用"
"重启)Godot。"
#: ../../docs/getting_started/step_by_step/scripting.rst:77
@@ -11864,7 +11865,7 @@ msgstr "请求一个总在最顶的窗口。"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "``--resolution <W>x<H>``"
msgstr ""
msgstr "``--resolution <W>x<H>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
#, fuzzy
@@ -11873,7 +11874,7 @@ msgstr "多分辨率"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "``--position <X>,<Y>``"
msgstr ""
msgstr "``--position <X>,<Y>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "Request window position."
@@ -11890,7 +11891,7 @@ msgstr "强制低解析度模式仅在macOS 和 Windows 中可用)。"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid "``--no-window``"
msgstr ""
msgstr "``--no-window``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid ""
@@ -11933,7 +11934,7 @@ msgstr "断点列表作为 source :: line 逗号分隔对时,没有空格(
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "``--profiling``"
msgstr ""
msgstr "``--profiling``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "Enable profiling in the script debugger."
@@ -11949,7 +11950,7 @@ msgstr "远程调试 (``<主机名/IP>:<端口号>`` 地址)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "``--debug-collisions``"
msgstr ""
msgstr "``--debug-collisions``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "Show collision shapes when running the scene."
@@ -11957,7 +11958,7 @@ msgstr "运行场景时显示碰撞框的形状。"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid "``--debug-navigation``"
msgstr ""
msgstr "``--debug-navigation``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
#, fuzzy
@@ -11982,7 +11983,7 @@ msgstr "强制时间缩放值越大速度越快1.0是正常速度)。
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid "``--disable-render-loop``"
msgstr ""
msgstr "``--disable-render-loop``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid ""
@@ -11992,7 +11993,7 @@ msgstr "禁用渲染循环,以便仅在从脚本显式调用时才进行渲染
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "``--disable-crash-handler``"
msgstr ""
msgstr "``--disable-crash-handler``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "Disable crash handler when supported by the platform code."
@@ -12010,7 +12011,7 @@ msgstr "每秒强制固定数量的帧。 此设置禁用实时同步。"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "``--print-fps``"
msgstr ""
msgstr "``--print-fps``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "Print the frames per second to the stdout."
@@ -12032,7 +12033,7 @@ msgstr "运行脚本"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "``--check-only``"
msgstr ""
msgstr "``--check-only``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "Only parse for errors and quit (use with ``--script``)."
@@ -12078,7 +12079,7 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid "``--no-docbase``"
msgstr ""
msgstr "``--no-docbase``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid ""
@@ -12090,7 +12091,7 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid "``--build-solutions``"
msgstr ""
msgstr "``--build-solutions``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid ""
@@ -12107,6 +12108,8 @@ msgid ""
"Generate JSON dump of the Godot API for GDNative bindings (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"为GDNative绑定生成Godot API的JSON输出必须启用 :ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>`)。"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:138
msgid "``--test <test>``"
@@ -19509,7 +19512,7 @@ msgstr "导出中的缓冲区阴影和光线阴影之间没有区别。"
#: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:2
msgid "Mesh"
msgstr "网"
msgstr "网"
#: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:5
msgid "Modifiers"
@@ -81768,7 +81771,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:29
msgid "Small Deploy with Network FS"
msgstr "小型部署与网络文件系统"
msgstr "使用网络文件系统进行小型部署"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:31
msgid ""