mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-04 10:09:56 +03:00
Sync translations with Weblate
This commit is contained in:
@@ -17,11 +17,13 @@
|
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# Antonio Garcia Cabriada <aoaee22@gmail.com>, 2019.
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# AnyMan <romopua@gmail.com>, 2018-2019.
|
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# AracnidKnight <jjifernandezcubillos@gmail.com>, 2019.
|
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# arisvaldez <samus45@hotmail.es>, 2019.
|
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# Avocado <avocadosan42@gmail.com>, 2018-2019.
|
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# Cameron Toms <cameron.toms@gmail.com>, 2018.
|
||||
# Carlos Roberto Rojas C <carlosroberto.rojas@gmail.com>, 2018.
|
||||
# César León <ceesarleon2002@gmail.com>, 2018.
|
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# Cristian Martinez <organocm@gmail.com>, 2018.
|
||||
# Cristofer Fuentes <contacto@cristoferfb.com>, 2019.
|
||||
# David Aroca Rojas <arocarojasdavid@gmail.com>, 2019.
|
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# 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."
|
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"com>\n"
|
||||
"PO-Revision-Date: 2019-12-21 08:38+0000\n"
|
||||
"Last-Translator: Cristofer Fuentes <contacto@cristoferfb.com>\n"
|
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"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
|
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"godot-docs/es/>\n"
|
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"Language: es\n"
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@@ -103,7 +104,7 @@ msgstr ""
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
|
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"Plural-Forms: nplurals=2; plural=(n > 1);\n"
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"X-Generator: Weblate 3.10-dev\n"
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"X-Generator: Weblate 3.10\n"
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#: ../../docs/index.rst:2
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msgid "Godot Docs – *master* branch"
|
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@@ -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
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#, 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
|
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msgid ""
|
||||
@@ -4059,15 +4058,15 @@ msgstr ""
|
||||
"<class_Object_method__notification>` en tu script:"
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:193
|
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#, 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 "
|
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"GDScript provides simpler overridable functions."
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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."
|
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|
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#: ../../docs/getting_started/step_by_step/scripting_continued.rst:198
|
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#, fuzzy
|
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@@ -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
|
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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)."
|
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@@ -44045,7 +44043,7 @@ msgstr ""
|
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|
||||
#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:916
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msgid "Add the following code to ``TurretBodies.gd``:"
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msgstr ""
|
||||
msgstr "Agregue el siguiente código a `` TurretBodies.gd``:"
|
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|
||||
#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:931
|
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msgid ""
|
||||
@@ -44068,6 +44066,9 @@ msgid ""
|
||||
"all the bullets use the ``bullet_hit`` function, we need to add that "
|
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"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 "
|
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"agregar esa función al jugador."
|
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|
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#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:941
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msgid "Open ``Player.gd`` and add the following:"
|
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@@ -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 ""
|
||||
|
||||
@@ -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"
|
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
|
||||
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
|
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"PO-Revision-Date: 2019-09-26 11:59+0000\n"
|
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"Last-Translator: Focus <saeeddashticlash@gmail.com>\n"
|
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"PO-Revision-Date: 2019-12-21 08:38+0000\n"
|
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"Last-Translator: Kianoosh Safapour <kianoosh.safapour@gmail.com>\n"
|
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"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
|
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"godot-docs/fa/>\n"
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"Language: fa\n"
|
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@@ -28,7 +29,7 @@ msgstr ""
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=n > 1;\n"
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"X-Generator: Weblate 3.9-dev\n"
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"X-Generator: Weblate 3.10\n"
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#: ../../docs/index.rst:2
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msgid "Godot Docs – *master* branch"
|
||||
@@ -300,15 +301,14 @@ msgid "About Godot Engine"
|
||||
msgstr "درباره موتور Godot"
|
||||
|
||||
#: ../../docs/about/introduction.rst:34
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||||
#, 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
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||||
#, fuzzy
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||||
|
||||
290
weblate/fr.po
290
weblate/fr.po
@@ -123,7 +123,7 @@ msgstr ""
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"Project-Id-Version: French (Godot Engine)\n"
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"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/"
|
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"godot-docs/fr/>\n"
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@@ -132,7 +132,7 @@ msgstr ""
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=n > 1;\n"
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"X-Generator: Weblate 3.10-dev\n"
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"X-Generator: Weblate 3.10\n"
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#: ../../docs/index.rst:2
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msgid "Godot Docs – *master* branch"
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@@ -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-"
|
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"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
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#, fuzzy
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||||
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 ""
|
||||
|
||||
375
weblate/ja.po
375
weblate/ja.po
File diff suppressed because it is too large
Load Diff
725
weblate/ko.po
725
weblate/ko.po
File diff suppressed because it is too large
Load Diff
77777
weblate/mr.po
Normal file
77777
weblate/mr.po
Normal file
File diff suppressed because it is too large
Load Diff
@@ -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:"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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 won’t 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"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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允许在C++中编写脚本,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 "网络"
|
||||
msgstr "网格"
|
||||
|
||||
#: ../../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 ""
|
||||
|
||||
Reference in New Issue
Block a user