Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2020-09-09 13:29:19 +02:00
parent a754e26c29
commit fcbb399709
326 changed files with 5917 additions and 5313 deletions

2
docs

Submodule docs updated: b45370f8d3...e337af304f

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -240,3 +240,7 @@ msgstr ""
msgid "As a result, we are very picky with what goes in, and we tend to prefer smaller libraries (in fact, single header ones are our favorite). Only in cases where there is no other choice we end up bundling something larger."
msgstr ""
#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:238
msgid "Also, libraries must use a permissive enough license to be included into Godot. Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0. In particular, we cannot accept libraries licensed under the GPL or LGPL since these licenses effectively disallow static linking in proprietary software (which Godot is distributed as in most exported projects). This requirement also applies to the editor, since we may want to run it on iOS in the long term. Since iOS doesn't support dynamic linking, static linking the only option on that platform."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -84,35 +84,35 @@ msgstr ""
msgid ":ref:`Get Godot's source code using Git <doc_getting_source>`. Once this is done, in the terminal window, use ``cd`` to reach the Godot repository folder and enter the following command:"
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:102
#: ../../docs/community/contributing/bisecting_regressions.rst:104
msgid "Compile Godot. This assumes you've set up a build environment:"
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:110
#: ../../docs/community/contributing/bisecting_regressions.rst:112
msgid "Since building Godot takes a while, you want to dedicate as many CPU threads as possible to the task. This is what the ``-j`` parameter does. Here, the command assigns 4 CPU threads to compiling Godot."
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:114
#: ../../docs/community/contributing/bisecting_regressions.rst:116
msgid "Run the binary located in the ``bin/`` folder and try to reproduce the bug."
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:116
#: ../../docs/community/contributing/bisecting_regressions.rst:118
msgid "If the build **still** exhibits the bug, run the following command:"
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:122
#: ../../docs/community/contributing/bisecting_regressions.rst:124
msgid "If the build **does not** exhibit the bug, run the following command:"
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:128
#: ../../docs/community/contributing/bisecting_regressions.rst:130
msgid "After entering one of the commands above, Git will switch to a different commit. You should now build Godot again, try to reproduce the bug, then enter ``git bisect good`` or ``git bisect bad`` depending on the result. You'll have to repeat this several times. The longer the commit range, the more steps will be required. 5 to 10 steps are usually sufficient to find most regressions; Git will remind you of the number of steps remaining (in the worst case scenario)."
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:135
#: ../../docs/community/contributing/bisecting_regressions.rst:137
msgid "Once you've completed enough steps, Git will display the commit hash where the regression appeared. Write this commit hash as a comment to the GitHub issue you've bisected. This will help in solving the issue. Thanks again for contributing to Godot :)"
msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:142
#: ../../docs/community/contributing/bisecting_regressions.rst:144
msgid "You can read the full documentation on ``git bisect`` `here <https://git-scm.com/docs/git-bisect>`__."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -73,6 +73,7 @@ msgid "First of all, you will need to install clang-format. As of now, you need
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:60
#: ../../docs/community/contributing/code_style_guidelines.rst:261
msgid "Installation"
msgstr ""
@@ -93,6 +94,7 @@ msgid "You then have different possibilities to apply clang-format to your chang
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:77
#: ../../docs/community/contributing/code_style_guidelines.rst:273
msgid "Manual usage"
msgstr ""
@@ -109,6 +111,7 @@ msgid "The path can point to several files, either one after the other or using
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:94
#: ../../docs/community/contributing/code_style_guidelines.rst:288
msgid "Pre-commit hook"
msgstr ""
@@ -209,6 +212,50 @@ msgid "Godot's SCons buildsystem is written in Python, and various scripts inclu
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:251
msgid "For those, we follow the `PEP-8 style guide <https://www.python.org/dev/peps/pep-0008/>`__, this is however not as strongly enforced as for the C++ code. If you are so inclined, you can check and format your Python changes using `autopep8 <https://pypi.org/project/autopep8/>`__."
msgid "For those, we follow the `Black style guide <https://github.com/psf/black#the-black-code-style>`__. Blacken your Python changes using `Black <https://pypi.org/project/black/>`__."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:255
msgid "Using black locally"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:257
msgid "First of all, you will need to install black. Black requires Python 3.6.0+ to run."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:263
msgid "Here's how to install black:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:270
msgid "You then have different possibilities to apply black to your changes:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:275
msgid "You can apply ``black`` manually to one or more files with the following command:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:282
msgid "``-l 120`` means that the allowed number of characters per line is 120. This number was agreed upon by the developers."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:284
msgid "The path can point to several files, either one after the other or using wildcards like in a typical Unix shell."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:290
msgid "For ease of use, we provide a pre-commit hook for Git that will run black automatically on all your commits to check them, and let you apply its changes in the final commit."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:294
msgid "This \"hook\" is a script which can be found in ``misc/hooks``. Refer to that folder's ``README.md`` for installation instructions."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:299
msgid "Editor integration"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:301
msgid "Many IDEs or code editors have beautifier plugins that can be configured to run black automatically, for example each time you save a file. For details you can check `Black editor integration <https://github.com/psf/black#editor-integration>`__."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -306,7 +306,7 @@ msgid "**Don't** add a type hint with a colon or by casting:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:301
msgid "**Do** write constants variables with dynamic typing:"
msgid "**Do** write constants and variables with dynamic typing:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:311
@@ -478,10 +478,14 @@ msgid "Screenshot sizes should not exceed 1920×1080 to ensure fast loading on s
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:520
msgid "When you need to highlight an area of the editor to show something, like a button or option, use a 2 pixel thick outline without a bevel."
msgid "When you need to highlight an area of the editor to show something, like a button or option, use a 2 pixel-thick yellow outline without a bevel. If the outline is on a dark background, the outline should be yellow so it can be easily seen by colorblind people. Please do not use red as it won't be visible for some users."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:523
msgid "Before you add or replace any images in the documentation, they should be run through a PNG compressor to save size. The built in lossless compressor in programs like Krita or Photoshop should be enough. For heavier images, also look into using a lossy compressor, such as `pngquant <https://pngquant.org/>`_ where almost no image quality is lost during compression."
#: ../../docs/community/contributing/docs_writing_guidelines.rst:526
msgid "Before you add or replace any images in the documentation, they should be run through a PNG compressor to save size. You can use the lossless OxiPNG compressor included in `Squoosh <https://squoosh.app/>`__ for this purpose. For heavier images, consider using a lossy compressor like `pngquant <https://pngquant.org/>`_. With it, almost no image quality is lost during compression."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:535
msgid "The program pngquant must be installed locally as it's not available in Squoosh."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -480,31 +480,47 @@ msgstr ""
msgid "Will display as:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:285
msgid "I don't know what this method does!"
#: ../../docs/community/contributing/updating_the_class_reference.rst:283
msgid "To denote important information, add a paragraph starting with \"[b]Note:[/b]\" at the end of the description:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:287
msgid "No problem. Leave it behind, and list the methods you skipped when you request a pull of your changes. Another writer will take care of it."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:289
msgid "You can still have a look at the methods' implementation in Godot's source code on GitHub. Also, if you have doubts, feel free to ask on the `Q&A website <https://godotengine.org/qa/>`__ and on IRC (freenode, #godotengine)."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:293
msgid "Localization"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:295
msgid "The documentation can be translated in any language on `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`__."
#: ../../docs/community/contributing/updating_the_class_reference.rst:290
msgid "To denote crucial information that could cause security issues or loss of data if not followed carefully, add a paragraph starting with \"[b]Warning:[/b] at the end of the description:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:298
msgid "For deprecated properties, add a paragraph starting with \"[i]Deprecated.[/i]\". Notice the use of italics instead of bold:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:305
msgid "In all the paragraphs described above, make sure the punctuation is part of the BBCode tags for consistency."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:309
msgid "I don't know what this method does!"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:311
msgid "No problem. Leave it behind, and list the methods you skipped when you request a pull of your changes. Another writer will take care of it."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:313
msgid "You can still have a look at the methods' implementation in Godot's source code on GitHub. Also, if you have doubts, feel free to ask on the `Q&A website <https://godotengine.org/qa/>`__ and on IRC (freenode, #godotengine)."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:317
msgid "Localization"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:319
msgid "The documentation can be translated in any language on `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`__."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:322
msgid "Translated strings are synced manually by documentation maintainers in the `godot-docs-l10n <https://github.com/godotengine/godot-docs-l10n>`__ repository."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:302
#: ../../docs/community/contributing/updating_the_class_reference.rst:326
msgid "Languages with a good level of completion have their own localized instances of ReadTheDocs. Open an issue on the ``godot-docs-l10n`` repository if you think that a new language is complete enough to get its own instance."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -120,7 +120,11 @@ msgstr ""
msgid "If you are targeting desktop platforms, the `UPX <https://upx.github.io/>`_ compressor can be used. This can reduce binary size considerably."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:162
#: ../../docs/development/compiling/optimizing_for_size.rst:164
msgid "You cannot use embedded PCK files with UPX compression."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:166
msgid "However, keep in mind that some antivirus programs may detect UPX-packed binaries as a virus. Therefore, if you are releasing a commercial game, make sure to sign your binaries or use a platform that will distribute them."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -113,7 +113,7 @@ msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:93
msgid "Developers must follow the project's :ref:`code style <doc_code_style_guidelines>` and the IDE should help them follow it. By default, Qt Creator uses spaces for indentation which doesn't match the Godot code style guidelines. You can change this behavior by changing the **Code Style** in **Options > C++**."
msgid "Developers must follow the project's :ref:`code style <doc_code_style_guidelines>` and the IDE should help them follow it. By default, Qt Creator uses spaces for indentation which doesn't match the Godot code style guidelines. You can change this behavior by changing the **Code Style** in **Tools > Options > C++**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:102

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "Introduction"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:9
msgid "Godot implements multi-threading as servers. Servers are daemons which manages data, processes, and pushes the result. Servers implement the mediator pattern which interprets resource ID and process data for the engine and other modules. In addition, the server claims ownership for its RID allocations."
msgid "Godot implements multi-threading as servers. Servers are daemons which manage data, process it, and push the result. Servers implement the mediator pattern which interprets resource ID and process data for the engine and other modules. In addition, the server claims ownership for its RID allocations."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:15

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -420,123 +420,135 @@ msgstr ""
msgid "Run a unit test. Use ``--help`` first to display the list of tests. (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:142
#: ../../docs/getting_started/editor/command_line_tutorial.rst:140
msgid "``--export-pack <preset> <path>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:140
msgid "Like ``--export``, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format. (:ref:`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:145
msgid "Path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:144
#: ../../docs/getting_started/editor/command_line_tutorial.rst:147
msgid "It is recommended that your Godot binary be in your PATH environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:150
#: ../../docs/getting_started/editor/command_line_tutorial.rst:153
msgid "Setting the project path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
#: ../../docs/getting_started/editor/command_line_tutorial.rst:155
msgid "Depending on where your Godot binary is located and what your current working directory is, you may need to set the path to your project for any of the following commands to work correctly."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:156
#: ../../docs/getting_started/editor/command_line_tutorial.rst:159
msgid "This can be done by giving the path to the ``project.godot`` file of your project as either the first argument, like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:163
#: ../../docs/getting_started/editor/command_line_tutorial.rst:166
msgid "Or by using the ``--path`` argument:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:169
#: ../../docs/getting_started/editor/command_line_tutorial.rst:172
msgid "For example, the full command for exporting your game (as explained below) might look like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:176
#: ../../docs/getting_started/editor/command_line_tutorial.rst:179
msgid "Creating a project"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:179
#: ../../docs/getting_started/editor/command_line_tutorial.rst:182
msgid "Creating a project from the command line can be done by navigating the shell to the desired place and making a project.godot file."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:190
#: ../../docs/getting_started/editor/command_line_tutorial.rst:193
msgid "The project can now be opened with Godot."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:194
#: ../../docs/getting_started/editor/command_line_tutorial.rst:197
msgid "Running the editor"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:196
#: ../../docs/getting_started/editor/command_line_tutorial.rst:199
msgid "Running the editor is done by executing Godot with the ``-e`` flag. This must be done from within the project directory or a subdirectory, otherwise the command is ignored and the project manager appears."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:204
#: ../../docs/getting_started/editor/command_line_tutorial.rst:207
msgid "If a scene has been created and saved, it can be edited later by running the same code with that scene as argument."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:212
#: ../../docs/getting_started/editor/command_line_tutorial.rst:215
msgid "Erasing a scene"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:214
#: ../../docs/getting_started/editor/command_line_tutorial.rst:217
msgid "Godot is friends with your filesystem and will not create extra metadata files. Use ``rm`` to erase a scene file. Make sure nothing references that scene or else an error will be thrown upon opening."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:223
#: ../../docs/getting_started/editor/command_line_tutorial.rst:226
msgid "Running the game"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:225
#: ../../docs/getting_started/editor/command_line_tutorial.rst:228
msgid "To run the game, simply execute Godot within the project directory or subdirectory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:232
#: ../../docs/getting_started/editor/command_line_tutorial.rst:235
msgid "When a specific scene needs to be tested, pass that scene to the command line."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:240
#: ../../docs/getting_started/editor/command_line_tutorial.rst:243
msgid "Debugging"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:242
#: ../../docs/getting_started/editor/command_line_tutorial.rst:245
msgid "Catching errors in the command line can be a difficult task because they just fly by. For this, a command line debugger is provided by adding ``-d``. It works for running either the game or a simple scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:257
#: ../../docs/getting_started/editor/command_line_tutorial.rst:260
msgid "Exporting"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:259
#: ../../docs/getting_started/editor/command_line_tutorial.rst:262
msgid "Exporting the project from the command line is also supported. This is especially useful for continuous integration setups. The version of Godot that is headless (server build, no video) is ideal for this."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:268
#: ../../docs/getting_started/editor/command_line_tutorial.rst:271
msgid "The platform names recognized by the ``--export`` switch are the same as displayed in the export wizard of the editor. To get a list of supported platforms from the command line, try exporting to a non-recognized platform and the full listing of platforms your configuration supports will be shown."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:274
#: ../../docs/getting_started/editor/command_line_tutorial.rst:277
msgid "To export a debug version of the game, use the ``--export-debug`` switch instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:278
#: ../../docs/getting_started/editor/command_line_tutorial.rst:280
msgid "To export only a PCK file, use the ``--export-pack`` option followed by the preset name and output path, with the file extension, instead of ``--export``. The output path extension determines the package's format, either PCK or ZIP."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:285
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:280
#: ../../docs/getting_started/editor/command_line_tutorial.rst:287
msgid "It is possible to run a simple ``.gd`` script from the command line. This feature is especially useful in large projects, e.g. for batch conversion of assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:284
#: ../../docs/getting_started/editor/command_line_tutorial.rst:291
msgid "The script must inherit from ``SceneTree`` or ``MainLoop``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:286
#: ../../docs/getting_started/editor/command_line_tutorial.rst:293
msgid "Here is a simple example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:297
#: ../../docs/getting_started/editor/command_line_tutorial.rst:304
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:304
#: ../../docs/getting_started/editor/command_line_tutorial.rst:311
msgid "If no ``project.godot`` exists at the path, current path is assumed to be the current working directory (unless ``--path`` is specified)."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,7 +16,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/index.rst:2
#: ../../docs/getting_started/editor/index.rst:3
msgid "Editor manual"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -86,7 +86,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:327
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:347
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:373
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:697
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:744
msgid "**Good**:"
msgstr ""
@@ -100,7 +100,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:334
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:354
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:383
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:705
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:752
msgid "**Bad**:"
msgstr ""
@@ -220,207 +220,235 @@ msgstr ""
msgid "Use double quotes unless single quotes make it possible to escape fewer characters in a given string. See the examples below:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:422
msgid "Numbers"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:424
msgid "Naming conventions"
msgid "Don't omit the leading or trailing zero in floating-point numbers. Otherwise, this makes them less readable and harder to distinguish from integers at a glance."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:426
msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent code."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:431
msgid "File names"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:428
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:441
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:452
msgid "**Good**::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:433
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:445
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:460
msgid "**Bad**::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:438
msgid "Use lowercase for letters in hexadecimal numbers, as their lower height makes the number easier to read."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:449
msgid "Take advantage of GDScript's underscores in literals to make large numbers more readable."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:471
msgid "Naming conventions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:473
msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent code."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:478
msgid "File names"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:480
msgid "Use snake_case for file names. For named classes, convert the PascalCase class name to snake_case::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:446
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:493
msgid "This is consistent with how C++ files are named in Godot's source code. This also avoids case sensitivity issues that can crop up when exporting a project from Windows to other platforms."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:451
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:498
msgid "Classes and nodes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:453
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:500
msgid "Use PascalCase for class and node names:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:459
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:506
msgid "Also use PascalCase when loading a class into a constant or a variable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:466
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:513
msgid "Functions and variables"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:468
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:515
msgid "Use snake\\_case to name functions and variables:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:475
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:522
msgid "Prepend a single underscore (\\_) to virtual methods functions the user must override, private functions, and private variables:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:484
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:531
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:486
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:533
msgid "Use the past tense to name signals:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:494
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:541
msgid "Constants and enums"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:496
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:543
msgid "Write constants with CONSTANT\\_CASE, that is to say in all caps with an underscore (\\_) to separate words:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:503
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:550
msgid "Use PascalCase for enum *names* and CONSTANT\\_CASE for their members, as they are constants:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:517
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:564
msgid "Code order"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:519
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:566
msgid "This first section focuses on code order. For formatting, see :ref:`formatting`. For naming conventions, see :ref:`naming_conventions`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:522
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:569
msgid "We suggest to organize GDScript code this way:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:545
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:592
msgid "We optimized the order to make it easy to read the code from top to bottom, to help developers reading the code for the first time understand how it works, and to avoid errors linked to the order of variable declarations."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:549
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:596
msgid "This code order follows four rules of thumb:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:551
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:598
msgid "Properties and signals come first, followed by methods."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:552
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:599
msgid "Public comes before private."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:553
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:600
msgid "Virtual callbacks come before the class's interface."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:554
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:601
msgid "The object's construction and initialization functions, ``_init`` and ``_ready``, come before functions that modify the object at runtime."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:559
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:606
msgid "Class declaration"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:561
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:608
msgid "If the code is meant to run in the editor, place the ``tool`` keyword on the first line of the script."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:564
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:611
msgid "Follow with the `class_name` if necessary. You can turn a GDScript file into a global type in your project using this feature. For more information, see :ref:`doc_gdscript`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:568
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:615
msgid "Then, add the `extends` keyword if the class extends a built-in type."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:570
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:617
msgid "Following that, you should have the class's optional docstring as comments. You can use that to explain the role of your class to your teammates, how it works, and how other developers should use it, for example."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:582
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:629
msgid "Signals and properties"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:584
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:631
msgid "Write signal declarations, followed by properties, that is to say, member variables, after the docstring."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:587
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:634
msgid "Enums should come after signals, as you can use them as export hints for other properties."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:590
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:637
msgid "Then, write constants, exported variables, public, private, and onready variables, in that order."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:615
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:662
msgid "The GDScript compiler evaluates onready variables right before the ``_ready`` callback. You can use that to cache node dependencies, that is to say, to get child nodes in the scene that your class relies on. This is what the example above shows."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:621
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:668
msgid "Member variables"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:623
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:670
msgid "Don't declare member variables if they are only used locally in a method, as it makes the code more difficult to follow. Instead, declare them as local variables in the method's body."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:628
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:675
msgid "Local variables"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:630
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:677
msgid "Declare local variables as close as possible to their first use. This makes it easier to follow the code, without having to scroll too much to find where the variable was declared."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:635
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:682
msgid "Methods and static functions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:637
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:684
msgid "After the class's properties come the methods."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:639
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:686
msgid "Start with the ``_init()`` callback method, that the engine will call upon creating the object in memory. Follow with the ``_ready()`` callback, that Godot calls when it adds a node to the scene tree."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:643
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:690
msgid "These functions should come first because they show how the object is initialized."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:646
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:693
msgid "Other built-in virtual callbacks, like ``_unhandled_input()`` and ``_physics_process``, should come next. These control the object's main loop and interactions with the game engine."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:650
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:697
msgid "The rest of the class's interface, public and private methods, come after that, in that order."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:687
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:734
msgid "Static typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:689
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:736
msgid "Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:692
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:739
msgid "Type hints"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:694
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:741
msgid "Place the colon right after the variable's name, without a space, and let the GDScript compiler infer the variable's type when possible."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:713
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:760
msgid "When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:719
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:766
msgid "Add a space on either sides of the return type arrow when defining functions."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -265,7 +265,7 @@ msgid "These are nodes you can use as temporary storage for your graphs. Make su
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:270
msgid "As it can be seen above, there are two nodes available: A simple getter, and a sequenced getter (setting requires a sequence port)."
msgid "As it can be seen above, there are two nodes available: A simple getter, and a sequenced setter (setting requires a sequence port)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:274

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -105,18 +105,18 @@ msgid "Press \"Play\" and notice that all of the instanced balls are now much mo
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:102
msgid "You can also adjust individual instances. Set the bounce value back to ``0`` and then in the ``Main`` scene, select one of the instanced balls. Resources like ``PhysicsMaterial`` are shared between instances by default, so we need to make it unique. Click on the down arrow and select \"Make Unique\". Set its ``Bounce`` to ``1`` and press \"Play\"."
msgid "You can also adjust individual instances. Set the bounce value back to ``0`` and then in the ``Main`` scene, select one of the instanced balls. Resources like ``PhysicsMaterial`` are shared between instances by default, so we need to make it unique. Click on the tools button in the top-right of the Inspector dock and select \"Make Sub-Resources Unique\". Set its ``Bounce`` to ``1`` and press \"Play\"."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:110
#: ../../docs/getting_started/step_by_step/instancing.rst:111
msgid "Notice that a grey \"revert\" button appears next to the adjusted property. When this button is present, it means you modified a property in the instanced scene to override its value in the saved scene. Even if that property is modified in the original scene, the custom value will remain. Pressing the revert button will restore the property to the value in the saved scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:118
#: ../../docs/getting_started/step_by_step/instancing.rst:119
msgid "Conclusion"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:120
#: ../../docs/getting_started/step_by_step/instancing.rst:121
msgid "Instancing can be useful when you want to create many copies of the same object. It is also possible to create instances in code by using GDScript, see :ref:`doc_instancing_continued`."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -157,158 +157,162 @@ msgid "Scene setup"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:107
msgid "If you still have the \"instancing\" project open from the previous tutorial, then close that out (Project -> Quit to Project List) and create a New Project."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:109
msgid "Use the \"Add Child Node\" dialogue accessed from the Scene tab (or by pressing :kbd:`Ctrl + A`) to create a hierarchy with the following nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:110
#: ../../docs/getting_started/step_by_step/scripting.rst:112
msgid "Panel"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:112
#: ../../docs/getting_started/step_by_step/scripting.rst:114
msgid "Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:113
#: ../../docs/getting_started/step_by_step/scripting.rst:115
msgid "Button"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:115
#: ../../docs/getting_started/step_by_step/scripting.rst:117
msgid "The scene tree should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:119
#: ../../docs/getting_started/step_by_step/scripting.rst:121
msgid "Use the 2D editor to position and resize the Button and Label so that they look like the image below. You can set the text from the Inspector tab."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:124
#: ../../docs/getting_started/step_by_step/scripting.rst:126
msgid "Finally, save the scene with a name such as ``sayhello.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:129
#: ../../docs/getting_started/step_by_step/scripting.rst:131
msgid "Adding a script"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:131
#: ../../docs/getting_started/step_by_step/scripting.rst:133
msgid "Right click on the Panel node, then select \"Attach Script\" from the context menu:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:136
#: ../../docs/getting_started/step_by_step/scripting.rst:138
msgid "The script creation dialog will pop up. This dialog allows you to set the script's language, class name, and other relevant options."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:139
#: ../../docs/getting_started/step_by_step/scripting.rst:141
msgid "In GDScript, the file itself represents the class, so the class name field is not editable."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:142
#: ../../docs/getting_started/step_by_step/scripting.rst:144
msgid "The node we're attaching the script to is a panel, so the Inherits field will automatically be filled in with \"Panel\". This is what we want, as the script's goal is to extend the functionality of our panel node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:146
#: ../../docs/getting_started/step_by_step/scripting.rst:148
msgid "Finally, enter a path name for the script and select Create:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:150
#: ../../docs/getting_started/step_by_step/scripting.rst:152
msgid "The script will then be created and added to the node. You can see this as an \"Open script\" icon next to the node in the Scene tab, as well as in the script property under Inspector:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:156
#: ../../docs/getting_started/step_by_step/scripting.rst:158
msgid "To edit the script, select either of these buttons, both of which are highlighted in the above image. This will bring you to the script editor, where a default template will be included:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:161
#: ../../docs/getting_started/step_by_step/scripting.rst:163
msgid "There's not much there. The ``_ready()`` function is called when the node, and all its children, enters the active scene. **Note:** ``_ready()`` is not the constructor; the constructor is instead ``_init()``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:166
#: ../../docs/getting_started/step_by_step/scripting.rst:168
msgid "The role of the script"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:168
#: ../../docs/getting_started/step_by_step/scripting.rst:170
msgid "A script adds behavior to a node. It is used to control how the node functions as well as how it interacts with other nodes: children, parent, siblings, and so on. The local scope of the script is the node. In other words, the script inherits the functions provided by that node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:179
#: ../../docs/getting_started/step_by_step/scripting.rst:181
msgid "Handling a signal"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:181
#: ../../docs/getting_started/step_by_step/scripting.rst:183
msgid "Signals are \"emitted\" when some specific kind of action happens, and they can be connected to any function of any script instance. Signals are used mostly in GUI nodes, although other nodes have them too, and you can even define custom signals in your own scripts."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:186
#: ../../docs/getting_started/step_by_step/scripting.rst:188
msgid "In this step, we'll connect the \"pressed\" signal to a custom function. Forming connections is the first part and defining the custom function is the second part. For the first part, Godot provides two ways to create connections: through a visual interface the editor provides or through code."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:191
#: ../../docs/getting_started/step_by_step/scripting.rst:193
msgid "While we will use the code method for the remainder of this tutorial series, let's cover how the editor interface works for future reference."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:194
#: ../../docs/getting_started/step_by_step/scripting.rst:196
msgid "Select the Button node in the scene tree and then select the \"Node\" tab. Next, make sure that you have \"Signals\" selected."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:199
#: ../../docs/getting_started/step_by_step/scripting.rst:201
msgid "If you then select \"pressed()\" under \"BaseButton\" and click the \"Connect...\" button in the bottom right, you'll open up the connection creation dialogue."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:204
#: ../../docs/getting_started/step_by_step/scripting.rst:206
msgid "The top of the dialogue displays a list of your scene's nodes with the emitting node's name highlighted in blue. Select the \"Panel\" node here."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:207
#: ../../docs/getting_started/step_by_step/scripting.rst:209
msgid "The bottom of the dialogue shows the name of the method that will be created. By default, the method name will contain the emitting node's name (\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:211
#: ../../docs/getting_started/step_by_step/scripting.rst:213
msgid "And that concludes the guide on how to use the visual interface. However, this is a scripting tutorial, so for the sake of learning, let's dive into the manual process!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:215
#: ../../docs/getting_started/step_by_step/scripting.rst:217
msgid "To accomplish this, we will introduce a function that is probably the most used by Godot programmers: :ref:`Node.get_node() <class_Node_method_get_node>`. This function uses paths to fetch nodes anywhere in the scene, relative to the node that owns the script."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:220
#: ../../docs/getting_started/step_by_step/scripting.rst:222
msgid "For the sake of convenience, delete everything underneath ``extends Panel``. You will fill out the rest of the script manually."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:223
#: ../../docs/getting_started/step_by_step/scripting.rst:225
msgid "Because the Button and Label are siblings under the Panel where the script is attached, you can fetch the Button by typing the following underneath the ``_ready()`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:240
#: ../../docs/getting_started/step_by_step/scripting.rst:242
msgid "Next, write a function which will be called when the button is pressed:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:255
#: ../../docs/getting_started/step_by_step/scripting.rst:257
msgid "Finally, connect the button's \"pressed\" signal to ``_on_Button_pressed()`` by using :ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:271
#: ../../docs/getting_started/step_by_step/scripting.rst:273
msgid "The final script should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:304
#: ../../docs/getting_started/step_by_step/scripting.rst:306
msgid "Run the scene and press the button. You should get the following result:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:308
#: ../../docs/getting_started/step_by_step/scripting.rst:310
msgid "Why, hello there! Congratulations on scripting your first scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:312
#: ../../docs/getting_started/step_by_step/scripting.rst:314
msgid "A common misunderstanding regarding this tutorial is how ``get_node(path)`` works. For a given node, ``get_node(path)`` searches its immediate children. In the above code, this means that Button must be a child of Panel. If Button were instead a child of Label, the code to obtain it would be:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:330
#: ../../docs/getting_started/step_by_step/scripting.rst:332
msgid "Also, remember that nodes are referenced by name, not by type."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:334
#: ../../docs/getting_started/step_by_step/scripting.rst:336
msgid "The 'advanced' panel of the connect dialogue is for binding specific values to the connected function's parameters. You can add and remove values of different types."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:338
#: ../../docs/getting_started/step_by_step/scripting.rst:340
msgid "The code approach also enables this with a 4th ``Array`` parameter that is empty by default. Feel free to read up on the ``Object.connect`` method for more information."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+0200\n"
"POT-Creation-Date: 2020-09-09 13:27+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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