mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-04 10:09:56 +03:00
Sync Sphinx templates with current docs
This commit is contained in:
2
docs
2
docs
Submodule docs updated: fd7992cd9c...8eb48078c9
@@ -8,7 +8,7 @@ msgid ""
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msgstr ""
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||||
"Project-Id-Version: Godot Engine latest\n"
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||||
"Report-Msgid-Bugs-To: \n"
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||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
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||||
"POT-Creation-Date: 2019-07-29 21:34+0200\n"
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||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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||||
"Language-Team: LANGUAGE <LL@li.org>\n"
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||||
@@ -33,7 +33,7 @@ msgid "New tutorials since version 3.1"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:17
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#: ../../docs/about/docs_changelog.rst:103
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#: ../../docs/about/docs_changelog.rst:104
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msgid "Project workflow"
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||||
msgstr ""
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@@ -42,7 +42,7 @@ msgid ":ref:`doc_android_custom_build`"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:22
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#: ../../docs/about/docs_changelog.rst:118
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#: ../../docs/about/docs_changelog.rst:120
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msgid "2D"
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msgstr ""
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@@ -87,330 +87,330 @@ msgid ":ref:`doc_localization_using_gettext`"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:48
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#: ../../docs/about/docs_changelog.rst:154
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#: ../../docs/about/docs_changelog.rst:156
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msgid "Shading"
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msgstr ""
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||||
#: ../../docs/about/docs_changelog.rst:54
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#: ../../docs/about/docs_changelog.rst:50
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msgid "Your First Shader Series:"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:51
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#: ../../docs/about/docs_changelog.rst:52
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msgid ":ref:`doc_what_are_shaders`"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:52
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#: ../../docs/about/docs_changelog.rst:53
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msgid ":ref:`doc_your_first_canvasitem_shader`"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:53
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#: ../../docs/about/docs_changelog.rst:54
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msgid ":ref:`doc_your_first_spatial_shader`"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:54
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#: ../../docs/about/docs_changelog.rst:55
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msgid ":ref:`doc_your_second_spatial_shader`"
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msgstr ""
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||||
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#: ../../docs/about/docs_changelog.rst:57
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#: ../../docs/about/docs_changelog.rst:58
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msgid "Networking"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:59
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#: ../../docs/about/docs_changelog.rst:60
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msgid ":ref:`doc_webrtc`"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:62
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#: ../../docs/about/docs_changelog.rst:173
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#: ../../docs/about/docs_changelog.rst:63
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#: ../../docs/about/docs_changelog.rst:176
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msgid "Plugins"
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msgstr ""
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||||
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#: ../../docs/about/docs_changelog.rst:64
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#: ../../docs/about/docs_changelog.rst:65
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msgid ":ref:`doc_android_plugin`"
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msgstr ""
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#: ../../docs/about/docs_changelog.rst:65
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#: ../../docs/about/docs_changelog.rst:66
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msgid ":ref:`doc_inspector_plugins`"
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msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:68
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#: ../../docs/about/docs_changelog.rst:184
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#: ../../docs/about/docs_changelog.rst:69
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#: ../../docs/about/docs_changelog.rst:187
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msgid "Multi-threading"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:70
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#: ../../docs/about/docs_changelog.rst:71
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msgid ":ref:`doc_using_multiple_threads`"
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msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:73
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#: ../../docs/about/docs_changelog.rst:189
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||||
#: ../../docs/about/docs_changelog.rst:74
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#: ../../docs/about/docs_changelog.rst:192
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msgid "Creating content"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:75
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||||
#: ../../docs/about/docs_changelog.rst:76
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msgid ":ref:`doc_procedural_geometry`"
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msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:78
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||||
#: ../../docs/about/docs_changelog.rst:79
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msgid "Optimization"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:80
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||||
#: ../../docs/about/docs_changelog.rst:81
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msgid ":ref:`doc_using_multimesh`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:81
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#: ../../docs/about/docs_changelog.rst:82
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msgid ":ref:`doc_using_servers`"
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msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:84
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||||
#: ../../docs/about/docs_changelog.rst:85
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||||
msgid "Legal"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:86
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||||
#: ../../docs/about/docs_changelog.rst:87
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msgid ":ref:`doc_complying_with_licenses`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:89
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||||
#: ../../docs/about/docs_changelog.rst:90
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msgid "New tutorials since version 3.0"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:92
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||||
#: ../../docs/about/docs_changelog.rst:93
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msgid "Step by step"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:94
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||||
#: ../../docs/about/docs_changelog.rst:95
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msgid ":ref:`doc_signals`"
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msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:95
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||||
#: ../../docs/about/docs_changelog.rst:96
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msgid ":ref:`doc_exporting`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:98
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||||
#: ../../docs/about/docs_changelog.rst:99
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msgid "Scripting"
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msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:100
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#: ../../docs/about/docs_changelog.rst:101
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msgid ":ref:`doc_gdscript_static_typing`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:115
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||||
#: ../../docs/about/docs_changelog.rst:106
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||||
msgid "Best Practices:"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:106
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||||
#: ../../docs/about/docs_changelog.rst:108
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msgid ":ref:`doc_introduction_best_practices`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:107
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||||
#: ../../docs/about/docs_changelog.rst:109
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||||
msgid ":ref:`doc_what_are_godot_classes`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:108
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||||
#: ../../docs/about/docs_changelog.rst:110
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||||
msgid ":ref:`doc_scene_organization`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:109
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||||
#: ../../docs/about/docs_changelog.rst:111
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||||
msgid ":ref:`doc_scenes_versus_scripts`"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:110
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||||
#: ../../docs/about/docs_changelog.rst:112
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||||
msgid ":ref:`doc_autoloads_versus_internal_nodes`"
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||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:111
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||||
#: ../../docs/about/docs_changelog.rst:113
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||||
msgid ":ref:`doc_node_alternatives`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:112
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||||
#: ../../docs/about/docs_changelog.rst:114
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||||
msgid ":ref:`doc_godot_interfaces`"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:113
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||||
#: ../../docs/about/docs_changelog.rst:115
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||||
msgid ":ref:`doc_godot_notifications`"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:114
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||||
#: ../../docs/about/docs_changelog.rst:116
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||||
msgid ":ref:`doc_data_preferences`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:115
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||||
#: ../../docs/about/docs_changelog.rst:117
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||||
msgid ":ref:`doc_logic_preferences`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:120
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||||
#: ../../docs/about/docs_changelog.rst:122
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||||
msgid ":ref:`doc_2d_lights_and_shadows`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:121
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||||
#: ../../docs/about/docs_changelog.rst:123
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||||
msgid ":ref:`doc_2d_meshes`"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:124
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||||
#: ../../docs/about/docs_changelog.rst:126
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||||
msgid "3D"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:126
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||||
#: ../../docs/about/docs_changelog.rst:128
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||||
msgid ":ref:`doc_csg_tools`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:127
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||||
#: ../../docs/about/docs_changelog.rst:129
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||||
msgid ":ref:`doc_animating_thousands_of_fish`"
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||||
msgstr ""
|
||||
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||||
#: ../../docs/about/docs_changelog.rst:128
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||||
#: ../../docs/about/docs_changelog.rst:130
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||||
msgid ":ref:`doc_controlling_thousands_of_fish`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:131
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||||
#: ../../docs/about/docs_changelog.rst:133
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||||
msgid "Physics"
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||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:133
|
||||
#: ../../docs/about/docs_changelog.rst:135
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||||
msgid ":ref:`doc_ragdoll_system`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:134
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||||
#: ../../docs/about/docs_changelog.rst:136
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||||
msgid ":ref:`doc_soft_body`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:137
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||||
#: ../../docs/about/docs_changelog.rst:139
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||||
msgid "Animation"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:139
|
||||
#: ../../docs/about/docs_changelog.rst:141
|
||||
msgid ":ref:`doc_2d_skeletons`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:140
|
||||
#: ../../docs/about/docs_changelog.rst:142
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||||
msgid ":ref:`doc_animation_tree`"
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||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:143
|
||||
#: ../../docs/about/docs_changelog.rst:145
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||||
msgid "GUI"
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||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:145
|
||||
#: ../../docs/about/docs_changelog.rst:147
|
||||
msgid ":ref:`doc_gui_containers`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:148
|
||||
#: ../../docs/about/docs_changelog.rst:150
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||||
msgid "Viewports"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:150
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||||
#: ../../docs/about/docs_changelog.rst:152
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||||
msgid ":ref:`doc_viewport_as_texture`"
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||||
msgstr ""
|
||||
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||||
#: ../../docs/about/docs_changelog.rst:151
|
||||
#: ../../docs/about/docs_changelog.rst:153
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||||
msgid ":ref:`doc_custom_postprocessing`"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:156
|
||||
#: ../../docs/about/docs_changelog.rst:158
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||||
msgid ":ref:`doc_intro_to_shaders_water_workshop`"
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||||
msgstr ""
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||||
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||||
#: ../../docs/about/docs_changelog.rst:157
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||||
#: ../../docs/about/docs_changelog.rst:159
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||||
msgid ":ref:`doc_migrating_to_godot_shader_language`"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:158
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||||
#: ../../docs/about/docs_changelog.rst:160
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||||
msgid ":ref:`doc_advanced_postprocessing`"
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||||
msgstr ""
|
||||
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||||
#: ../../docs/about/docs_changelog.rst:165
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||||
#: ../../docs/about/docs_changelog.rst:162
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||||
msgid "Shading Reference:"
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||||
msgstr ""
|
||||
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||||
#: ../../docs/about/docs_changelog.rst:161
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||||
#: ../../docs/about/docs_changelog.rst:164
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||||
msgid ":ref:`doc_shaders`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:162
|
||||
#: ../../docs/about/docs_changelog.rst:165
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||||
msgid ":ref:`doc_shading_language`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:163
|
||||
#: ../../docs/about/docs_changelog.rst:166
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||||
msgid ":ref:`doc_spatial_shader`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:164
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||||
#: ../../docs/about/docs_changelog.rst:167
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||||
msgid ":ref:`doc_canvas_item_shader`"
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||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:165
|
||||
#: ../../docs/about/docs_changelog.rst:168
|
||||
msgid ":ref:`doc_particle_shader`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:168
|
||||
#: ../../docs/about/docs_changelog.rst:171
|
||||
msgid "VR"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:170
|
||||
#: ../../docs/about/docs_changelog.rst:173
|
||||
msgid ":ref:`doc_vr_starter_tutorial`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:175
|
||||
#: ../../docs/about/docs_changelog.rst:178
|
||||
msgid ":ref:`doc_making_main_screen_plugins`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:176
|
||||
#: ../../docs/about/docs_changelog.rst:179
|
||||
msgid ":ref:`doc_spatial_gizmo_plugins`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:179
|
||||
#: ../../docs/about/docs_changelog.rst:182
|
||||
msgid "Platform-specific"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:181
|
||||
#: ../../docs/about/docs_changelog.rst:184
|
||||
msgid ":ref:`doc_customizing_html5_shell`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:186
|
||||
#: ../../docs/about/docs_changelog.rst:189
|
||||
msgid ":ref:`doc_thread_safe_apis`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:191
|
||||
#: ../../docs/about/docs_changelog.rst:194
|
||||
msgid ":ref:`doc_making_trees`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:194
|
||||
#: ../../docs/about/docs_changelog.rst:197
|
||||
msgid "Miscellaneous"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:196
|
||||
#: ../../docs/about/docs_changelog.rst:199
|
||||
msgid ":ref:`doc_jitter_stutter`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:197
|
||||
#: ../../docs/about/docs_changelog.rst:200
|
||||
msgid ":ref:`doc_running_code_in_the_editor`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:198
|
||||
#: ../../docs/about/docs_changelog.rst:201
|
||||
msgid ":ref:`doc_change_scenes_manually`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:199
|
||||
#: ../../docs/about/docs_changelog.rst:202
|
||||
msgid ":ref:`doc_gles2_gles3_differences`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:202
|
||||
#: ../../docs/about/docs_changelog.rst:205
|
||||
msgid "Compiling"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:204
|
||||
#: ../../docs/about/docs_changelog.rst:207
|
||||
msgid ":ref:`doc_optimizing_for_size`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:205
|
||||
#: ../../docs/about/docs_changelog.rst:208
|
||||
msgid ":ref:`doc_compiling_with_script_encryption_key`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:208
|
||||
#: ../../docs/about/docs_changelog.rst:211
|
||||
msgid "Engine development"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/docs_changelog.rst:210
|
||||
#: ../../docs/about/docs_changelog.rst:213
|
||||
msgid ":ref:`doc_binding_to_external_libraries`"
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
@@ -29,182 +29,186 @@ msgid "Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we ar
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:18
|
||||
msgid "Godot can be compiled for a dozen different platforms. All PC platforms, all mobile platforms, many consoles, and many web-based platforms (such as HTML5 and Chrome PNACL)."
|
||||
msgid "Godot can be compiled for a dozen different platforms: all PC platforms, all mobile platforms, many consoles, and WebAssembly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:21
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:20
|
||||
msgid "Developers often need to compile for several of the platforms **at the same time**, or even different targets of the same platform. They can't afford reconfiguring and rebuilding the project each time. SCons can do this with no sweat, without breaking the builds."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:25
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:24
|
||||
msgid "SCons will *never* break a build no matter how many changes, configurations, additions, removals etc. You have more chances to die struck by lightning than needing to clean and rebuild in SCons."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:28
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:27
|
||||
msgid "Godot build process is not simple. Several files are generated by code (binders), others are parsed (shaders), and others need to offer customization (plugins). This requires complex logic which is easier to write in an actual programming language (like Python) rather than using a mostly macro-based language only meant for building."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:33
|
||||
msgid "Godot build process makes heavy use of cross compiling tools. Each platform has a specific detection process, and all these must be handled as specific cases with special code written for each."
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:32
|
||||
msgid "Godot build process makes heavy use of cross-compiling tools. Each platform has a specific detection process, and all these must be handled as specific cases with special code written for each."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:37
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:36
|
||||
msgid "So, please try to keep an open mind and get at least a little familiar with it if you are planning to build Godot yourself."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:41
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:40
|
||||
msgid "Setup"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:43
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:42
|
||||
msgid "Please refer to the documentation for :ref:`doc_compiling_for_android`, :ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`, :ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`, :ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:45
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:47
|
||||
msgid "Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools Command Prompt for VS 2017`` or similar, depending on your install, instead of the standard Windows command prompt to enter the commands below."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:48
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:52
|
||||
msgid "Platform selection"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:50
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:54
|
||||
msgid "Godot's build system will begin by detecting the platforms it can build for. If not detected, the platform will simply not appear on the list of available platforms. The build requirements for each platform are described in the rest of this tutorial section."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:55
|
||||
msgid "SCons is invoked by just calling ``scons``."
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:59
|
||||
msgid "SCons is invoked by just calling ``scons``. If no platform is specified, SCons will detect the target platform automatically based on the host platform. It will then start building for the target platform right away."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:57
|
||||
msgid "However, this will do nothing except list the available platforms, for example:"
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:63
|
||||
msgid "To list the available target platforms, use ``scons platform=list``::"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:78
|
||||
msgid "To build for a platform (for example, x11), run with the ``platform=`` (or just ``p=`` to make it short) argument:"
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:77
|
||||
msgid "To build for a platform (for example, x11), run with the ``platform=`` (or ``p=`` to make it short) argument:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:85
|
||||
msgid "This will start the build process, which will take a while. If you want scons to build faster, use the ``-j <cores>`` parameter to specify how many cores will be used for the build. Or just leave it using one core, so you can use your computer for something else :)"
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:84
|
||||
msgid "This will start the build process, which will take a while. If you want SCons to build faster, use the ``-j <cores>`` parameter to specify how many cores will be used for the build. Or leave it using one core, so you can use your computer for something else :)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:90
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:89
|
||||
msgid "Example for using 4 cores:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:97
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:96
|
||||
msgid "Resulting binary"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:99
|
||||
msgid "The resulting binaries will be placed in the bin/ subdirectory, generally with this naming convention:"
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:98
|
||||
msgid "The resulting binaries will be placed in the ``bin/`` subdirectory, generally with this naming convention::"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:106
|
||||
msgid "For the previous build attempt the result would look like this:"
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:103
|
||||
msgid "For the previous build attempt, the result would look like this::"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:113
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:108
|
||||
msgid "This means that the binary is for X11, is not optimized, has tools (the whole editor) compiled in, and is meant for 64 bits."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:111
|
||||
msgid "A Windows binary with the same configuration will look like this::"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:116
|
||||
msgid "A Windows binary with the same configuration will look like this."
|
||||
msgid "Copy that binary to any location you like, as it contains the project manager, editor and all means to execute the game. However, it lacks the data to export it to the different platforms. For that the export templates are needed (which can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or you can build them yourself)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:123
|
||||
msgid "Just copy that binary to wherever you like, as it contains the project manager, editor and all means to execute the game. However, it lacks the data to export it to the different platforms. For that the export templates are needed (which can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or you can build them yourself)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:129
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:122
|
||||
msgid "Aside from that, there are a few standard options that can be set in all build targets, and which will be explained below."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:133
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:126
|
||||
msgid "Tools"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:135
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:128
|
||||
msgid "Tools are enabled by default in all PC targets (Linux, Windows, macOS), disabled for everything else. Disabling tools produces a binary that can run projects but that does not include the editor or the project manager."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:145
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:138
|
||||
msgid "Target"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:147
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:140
|
||||
msgid "Target controls optimization and debug flags. Each mode means:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:149
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:142
|
||||
msgid "**debug**: Build with C++ debugging symbols, runtime checks (performs checks and reports error) and none to little optimization."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:151
|
||||
msgid "**release_debug**: Build without C++ debugging symbols and optimization, but keep the runtime checks (performs checks and reports errors). Official binaries use this configuration."
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
|
||||
msgid "**release_debug**: Build without C++ debugging symbols and optimization, but keep the runtime checks (performs checks and reports errors). Official editor binaries use this configuration."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:154
|
||||
msgid "**release**: Build without symbols, with optimization and with little to no runtime checks. This target can't be used together with tools=yes, as the tools require some debug functionality and run-time checks to run."
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:147
|
||||
msgid "**release**: Build without symbols, with optimization and with little to no runtime checks. This target can't be used together with ``tools=yes``, as the editor requires some debug functionality and run-time checks to run."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:163
|
||||
msgid "This flag appends the \".debug\" suffix (for debug), or \".tools\" (for debug with tools enabled). When optimization is enabled (release) it appends the \".opt\" suffix."
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:156
|
||||
msgid "This flag appends the ``.debug`` suffix (for debug), or ``.tools`` (for debug with tools enabled). When optimization is enabled (release), it appends the ``.opt`` suffix."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:168
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:161
|
||||
msgid "Bits"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:170
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:163
|
||||
msgid "Bits is meant to control the CPU or OS version intended to run the binaries. It is focused mostly on desktop platforms and ignored everywhere else."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:174
|
||||
msgid "**32**: Build binaries for 32 bits platform."
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167
|
||||
msgid "**32**: Build binaries for 32-bit platforms."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:168
|
||||
msgid "**64**: Build binaries for 64-bit platforms."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:169
|
||||
msgid "**default**: Build for the architecture that matches the host platform."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175
|
||||
msgid "**64**: Build binaries for 64 bits platform."
|
||||
msgid "This flag appends ``.32`` or ``.64`` suffixes to resulting binaries when relevant. If ``bits=default`` is used, the suffix will match the detected architecture."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:176
|
||||
msgid "**default**: Build whatever the build system feels is best. On Linux this depends on the host platform (if not cross compiling), on Mac it defaults to 64 bits and on Windows it defaults to 32 bits."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:184
|
||||
msgid "This flag appends \".32\" or \".64\" suffixes to resulting binaries when relevant."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:188
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:180
|
||||
msgid "Other build options"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:182
|
||||
msgid "There are several other build options that you can use to configure the way Godot should be built (compiler, debug options, etc.) as well as the features to include/disable."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:194
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:186
|
||||
msgid "Check the output of ``scons --help`` for details about each option for the version you are willing to compile."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:198
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
|
||||
msgid "Export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:200
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:192
|
||||
msgid "Official export templates are downloaded from the Godot Engine site: `godotengine.org <https://godotengine.org/>`__. However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:205
|
||||
msgid "If you download the official export templates package and unzip it, you will notice that most are just optimized binaries or packages for each platform:"
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:197
|
||||
msgid "If you download the official export templates package and unzip it, you will notice that most files are optimized binaries or packages for each platform:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228
|
||||
msgid "To create those yourself, just follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template."
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:220
|
||||
msgid "To create those yourself, follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:224
|
||||
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:232
|
||||
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross compilation, since you can cross-compile for almost every target (except for UWP). Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
|
||||
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for almost every target (except for UWP). Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
@@ -261,7 +261,7 @@ msgid "The top-left section displays a list of your scene's nodes with the emitt
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:213
|
||||
msgid "By default, the method name will contain the emitting node's name (\"Button\" in this case), resulting in \"_on_[EmitterNode]_[signal_name]\". If you do have the \"Make Function\" check button checked, then the editor will generate the function for you before setting up the connection."
|
||||
msgid "By default, the method name will contain the emitting node's name (\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" check button checked, then the editor will generate the function for you before setting up the connection."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:218
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
@@ -545,7 +545,7 @@ msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
|
||||
msgid "Click on the ``ScoreLabel`` and type a number into the _Text_ field in the Inspector. The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
|
||||
msgid "Click on the ``ScoreLabel`` and type a number into the *Text* field in the Inspector. The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:899
|
||||
@@ -754,7 +754,7 @@ msgid "Since the game is played with keyboard controls, it would be convenient i
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
|
||||
msgid "In the ``HUD`` scene, select the ``StartButton`` and find its _Shortcut_ property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second _Shortcut_ property will appear. Select \"New InputEventAction\" and click the new \"InputEvent\". Finally, in the _Action_ property, type the name \"ui_select\". This is the default input event associated with the spacebar."
|
||||
msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEvent\". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1224
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
@@ -41,473 +41,533 @@ msgid "DAE (COLLADA), which is currently the most mature workflow."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17
|
||||
msgid "GLTF 2.0. Both text and binary formats are supported. Godot has full support for it, but the format is new and gaining traction."
|
||||
msgid "glTF 2.0. Both text and binary formats are supported. Godot has full support for it, but the format is new and gaining traction."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18
|
||||
msgid "OBJ (Wavefront) formats. It is also fully supported, but pretty limited (no support for pivots, skeletons, etc)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:19
|
||||
msgid "ESCN, a Godot specific format that Blender can export with a plugin."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:21
|
||||
msgid "Just copy the scene file together with the texture to the project repository, and Godot will do a full import."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:22
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:23
|
||||
msgid "It is important that the mesh is not deformed by bones when exporting. Make sure that the skeleton is reset to its T-pose or default rest pose before exporting with your favorite 3D editor."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:26
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:27
|
||||
msgid "Why not FBX?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:28
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:29
|
||||
msgid "Most game engines use the FBX format for importing 3D scenes, which is definitely one of the most standardized in the industry. However, this format requires the use of a closed library from Autodesk, which is distributed with more restrictive licensing terms than Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:33
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:34
|
||||
msgid "The plan is, sometime in the future, to offer a binary plug-in using GDNative."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:36
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:37
|
||||
msgid "Exporting DAE files from Maya and 3DS Max"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:38
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:39
|
||||
msgid "Autodesk added built-in COLLADA support to Maya and 3DS Max, but it's broken by default and should not be used. The best way to export this format is by using the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__ plugins. They work well, although they are not always up-to date with the latest version of the software."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:46
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:47
|
||||
msgid "Exporting DAE files from Blender"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:48
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:49
|
||||
msgid "Blender has built-in COLLADA support too, but it's also broken and should not be used."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:51
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:52
|
||||
msgid "Godot provides a `Python Plugin <https://github.com/godotengine/collada-exporter>`__ that will do a much better job of exporting the scenes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:56
|
||||
msgid "Exporting ESCN files from Blender"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57
|
||||
msgid "Exporting glTF 2.0 files from Blender"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58
|
||||
msgid "The most powerful one, called `godot-blender-exporter <https://github.com/godotengine/godot-blender-exporter>`__. It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file); it keeps as much information as possible from a Blender scene."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:59
|
||||
msgid "There are three ways to export glTF files from Blender. As a glTF binary (``.glb`` file), glTF embedded (``.gltf`` file), and with textures (``gltf`` + ``.bin`` + textures)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63
|
||||
msgid "The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing its functionality and usage."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:62
|
||||
msgid "glTF binary files are the smallest of the three options. They include the mesh and textures set up in Blender. When brought into Godot the textures are part of the object's material file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:67
|
||||
msgid "Import workflows"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:65
|
||||
msgid "glTF embedded files function the same way as binary files. They don't provide extra functionality in Godot, and shouldn't be used since they have a larger file size."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69
|
||||
msgid "Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to import a scene with:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:72
|
||||
msgid "External materials (default): Where each material is saved to a file resource. Modifications to them are kept."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68
|
||||
msgid "There are two reasons to use glTF with the textures separate. One is to have the scene description in a text based format and the binary data in a separate binary file. This can be useful for version control if you want to review changes in a text based format. The second is you need the texture files separate from the material file. If you don't need either of those glTF binary files are fine."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73
|
||||
msgid "External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:74
|
||||
msgid "External animations: Allowing saved animations to be modified and merged when sources change."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:75
|
||||
msgid "External scenes: Save each of the root nodes of the imported scenes as a separate scene."
|
||||
msgid "Blender does not export emissive textures with the glTF file. If your model uses one it must be brought in separately."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76
|
||||
msgid "Single scene: A single scene file with everything built in."
|
||||
msgid "Exporting ESCN files from Blender"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80
|
||||
msgid "As different developers have different needs, this import process is highly customizable."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78
|
||||
msgid "The most powerful one, called `godot-blender-exporter <https://github.com/godotengine/godot-blender-exporter>`__. It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file); it keeps as much information as possible from a Blender scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83
|
||||
msgid "Import options"
|
||||
msgid "The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing its functionality and usage."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85
|
||||
msgid "The importer has several options, which will be discussed below:"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87
|
||||
msgid "Import workflows"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90
|
||||
msgid "Nodes"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89
|
||||
msgid "Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to import a scene with:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:92
|
||||
msgid "External materials (default): Where each material is saved to a file resource. Modifications to them are kept."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93
|
||||
msgid "Root Type"
|
||||
msgid "External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94
|
||||
msgid "External animations: Allowing saved animations to be modified and merged when sources change."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
|
||||
msgid "By default, the type of the root node in imported scenes is \"Spatial\", but this can be modified."
|
||||
msgid "External scenes: Save each of the root nodes of the imported scenes as a separate scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:98
|
||||
msgid "Root Name"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96
|
||||
msgid "Single scene: A single scene file with everything built in."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:100
|
||||
msgid "Allows setting a specific name to the generated root node."
|
||||
msgid "As different developers have different needs, this import process is highly customizable."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103
|
||||
msgid "Custom Script"
|
||||
msgid "Import options"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:105
|
||||
msgid "A special script to process the whole scene after import can be provided. This is great for post processing, changing materials, doing funny stuff with the geometry etc."
|
||||
msgid "The importer has several options, which will be discussed below:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109
|
||||
msgid "Create a script like this:"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:110
|
||||
msgid "Nodes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113
|
||||
msgid "Root Type"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:115
|
||||
msgid "By default, the type of the root node in imported scenes is \"Spatial\", but this can be modified."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118
|
||||
msgid "Root Name"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:120
|
||||
msgid "The ``post_import`` function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one."
|
||||
msgid "Allows setting a specific name to the generated root node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123
|
||||
msgid "Root Scale"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:239
|
||||
msgid "Storage"
|
||||
msgid "The scale of the root node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:127
|
||||
msgid "By default, Godot imports a single scene. This option allows specifying that nodes below the root will each be a separate scene and instanced into the imported one."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:128
|
||||
msgid "Custom Script"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:131
|
||||
msgid "Of course, instancing such imported scenes in other places manually works, too."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130
|
||||
msgid "A special script to process the whole scene after import can be provided. This is great for post processing, changing materials, doing funny stuff with the geometry etc."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:135
|
||||
msgid "Materials"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:134
|
||||
msgid "Create a script like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:138
|
||||
msgid "Location"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:140
|
||||
msgid "Godot supports materials in meshes or nodes. By default, materials will be put on each node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:146
|
||||
msgid "Materials can be stored within the scene or in external files. By default, they are stored in external files so editing them is possible. This is because most 3D DCCs don't have the same material options as those present in Godot."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:145
|
||||
msgid "The ``post_import`` function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150
|
||||
msgid "When materials are built-in, they will be lost each time the source scene is modified and re-imported."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:224
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
|
||||
msgid "Storage"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154
|
||||
msgid "Keep On Reimport"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:152
|
||||
msgid "By default, Godot imports a single scene. This option allows specifying that nodes below the root will each be a separate scene and instanced into the imported one."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156
|
||||
msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files."
|
||||
msgid "Of course, instancing such imported scenes in other places manually works, too."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161
|
||||
msgid "Meshes"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
|
||||
msgid "Materials"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:164
|
||||
msgid "Compress"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163
|
||||
msgid "Location"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
|
||||
msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
|
||||
msgid "These are:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:170
|
||||
msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165
|
||||
msgid "Godot supports materials in meshes or nodes. By default, materials will be put on each node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171
|
||||
msgid "Vertices : 32-bit float to 16-bit signed integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172
|
||||
msgid "Normals : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173
|
||||
msgid "Tangents : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:174
|
||||
msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer."
|
||||
msgid "Materials can be stored within the scene or in external files. By default, they are stored in external files so editing them is possible. This is because most 3D DCCs don't have the same material options as those present in Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175
|
||||
msgid "UV : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176
|
||||
msgid "UV2 : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
|
||||
msgid "Vertex weights : 32-bit float to 16-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:178
|
||||
msgid "Armature bones : 32-bit float to 16-bit unsigned integer."
|
||||
msgid "When materials are built-in, they will be lost each time the source scene is modified and re-imported."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
|
||||
msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are."
|
||||
msgid "Keep On Reimport"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183
|
||||
msgid "Additional info:"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:181
|
||||
msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:182
|
||||
msgid "UV2 = The second UV channel for detail textures and baked lightmap textures."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186
|
||||
msgid "Meshes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183
|
||||
msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185
|
||||
msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189
|
||||
msgid "Compress"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191
|
||||
msgid "Ensure Tangents"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193
|
||||
msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201
|
||||
msgid "Meshes can be stored in separate files (resources) instead of built-in. This does not have much practical use unless one wants to build objects with them directly."
|
||||
msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204
|
||||
msgid "This option is provided to help those who prefer working directly with meshes instead of scenes."
|
||||
msgid "These are:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195
|
||||
msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196
|
||||
msgid "Vertices : 32-bit float to 16-bit signed integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197
|
||||
msgid "Normals : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198
|
||||
msgid "Tangents : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
|
||||
msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200
|
||||
msgid "UV : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201
|
||||
msgid "UV2 : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202
|
||||
msgid "Vertex weights : 32-bit float to 16-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:203
|
||||
msgid "Armature bones : 32-bit float to 16-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204
|
||||
msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208
|
||||
msgid "External Files"
|
||||
msgid "Additional info:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207
|
||||
msgid "UV2 = The second UV channel for detail textures and baked lightmap textures."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208
|
||||
msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210
|
||||
msgid "Generated meshes and materials can be optionally stored in a subdirectory with the name of the scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:214
|
||||
msgid "Animation options"
|
||||
msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216
|
||||
msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender) can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file."
|
||||
msgid "Ensure Tangents"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223
|
||||
msgid "Import of animations is enabled by default."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218
|
||||
msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226
|
||||
msgid "FPS"
|
||||
msgid "Meshes can be stored in separate files (resources) instead of built-in. This does not have much practical use unless one wants to build objects with them directly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:228
|
||||
msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in shaky animations."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229
|
||||
msgid "This option is provided to help those who prefer working directly with meshes instead of scenes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233
|
||||
msgid "Filter Script"
|
||||
msgid "Light Baking"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235
|
||||
msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept. (@TODO this needs documentation)"
|
||||
msgid "Whether or not the mesh is used in baked lightmaps."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:237
|
||||
msgid "**Disabled:** The mesh is not used in baked lightmaps."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238
|
||||
msgid "**Enable:** The mesh is used in baked lightmaps."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:239
|
||||
msgid "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second UV layer for lightmaps."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241
|
||||
msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport."
|
||||
msgid "For more information on light baking see :ref:`doc_baked_lightmaps`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:245
|
||||
msgid "Optimizer"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
|
||||
msgid "External Files"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:247
|
||||
msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246
|
||||
msgid "Generated meshes and materials can be optionally stored in a subdirectory with the name of the scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:251
|
||||
msgid "Clips"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:250
|
||||
msgid "Animation options"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253
|
||||
msgid "It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257
|
||||
msgid "Scene inheritance"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:252
|
||||
msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender) can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259
|
||||
msgid "In many cases, it may be desired to make modifications to the imported scene. By default, this is not possible because if the source asset changes (source .dae, .gltf, .obj file re-exported from 3D modelling app), Godot will re-import the whole scene."
|
||||
msgid "Import of animations is enabled by default."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262
|
||||
msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:"
|
||||
msgid "FPS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:267
|
||||
msgid "In inherited scenes, the only limitations for modifications are:"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:264
|
||||
msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in shaky animations."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:269
|
||||
msgid "Nodes can't be removed (but can be added anywhere)."
|
||||
msgid "Filter Script"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:270
|
||||
msgid "Sub-Resources can't be edited (save them externally as described above for this)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:272
|
||||
msgid "Other than that, everything is allowed!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
|
||||
msgid "Import hints"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:271
|
||||
msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept. (@TODO this needs documentation)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
|
||||
msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:279
|
||||
msgid "Adding collision detection to objects"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:280
|
||||
msgid "Setting objects as navigation meshes"
|
||||
msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281
|
||||
msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)"
|
||||
msgid "Optimizer"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283
|
||||
msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:"
|
||||
msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:288
|
||||
msgid "Remove nodes (-noimp)"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:287
|
||||
msgid "Clips"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:290
|
||||
msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289
|
||||
msgid "It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:294
|
||||
msgid "Create collisions (-col, -colonly, -convcolonly)"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293
|
||||
msgid "Scene inheritance"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:296
|
||||
msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295
|
||||
msgid "In many cases, it may be desired to make modifications to the imported scene. By default, this is not possible because if the source asset changes (source ``.dae``, ``.gltf``, ``.obj`` file re-exported from 3D modelling app), Godot will re-import the whole scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:299
|
||||
msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:298
|
||||
msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:302
|
||||
msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:303
|
||||
msgid "In inherited scenes, the only limitations for modifications are:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305
|
||||
msgid "Nodes can't be removed (but can be added anywhere)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:306
|
||||
msgid "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`."
|
||||
msgid "Sub-Resources can't be edited (save them externally as described above for this)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:308
|
||||
msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:"
|
||||
msgid "Other than that, everything is allowed!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:311
|
||||
msgid "Import hints"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
|
||||
msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315
|
||||
msgid "Single arrow will create a :ref:`class_rayshape`"
|
||||
msgid "Adding collision detection to objects"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316
|
||||
msgid "Cube will create a :ref:`class_boxshape`"
|
||||
msgid "Setting objects as navigation meshes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317
|
||||
msgid "Image will create a :ref:`class_planeshape`"
|
||||
msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318
|
||||
msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:320
|
||||
msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319
|
||||
msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324
|
||||
msgid "Create navigation (-navmesh)"
|
||||
msgid "Remove nodes (-noimp)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:326
|
||||
msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed."
|
||||
msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:330
|
||||
msgid "Create a VehicleBody (-vehicle)"
|
||||
msgid "Create collisions (-col, -colonly, -convcolonly)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:332
|
||||
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleBody <class_VehicleBody>` node."
|
||||
msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335
|
||||
msgid "Create a VehicleWheel (-wheel)"
|
||||
msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:337
|
||||
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleWheel <class_VehicleWheel>` node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:340
|
||||
msgid "Rigid Body (-rigid)"
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338
|
||||
msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:342
|
||||
msgid "Creates a rigid body from this mesh."
|
||||
msgid "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345
|
||||
msgid "Animation loop (-loop, -cycle)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:347
|
||||
msgid "Animation clips in the COLLADA document that start or end with the token \"loop\" or \"cycle\" will be imported as a Godot Animation with the loop flag set. This is case-sensitive and does not require a hyphen."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:344
|
||||
msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351
|
||||
msgid "Single arrow will create a :ref:`class_rayshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:352
|
||||
msgid "Cube will create a :ref:`class_boxshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353
|
||||
msgid "Image will create a :ref:`class_planeshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354
|
||||
msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356
|
||||
msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:360
|
||||
msgid "Create navigation (-navmesh)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362
|
||||
msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366
|
||||
msgid "Create a VehicleBody (-vehicle)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368
|
||||
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleBody <class_VehicleBody>` node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371
|
||||
msgid "Create a VehicleWheel (-wheel)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373
|
||||
msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleWheel <class_VehicleWheel>` node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:376
|
||||
msgid "Rigid Body (-rigid)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:378
|
||||
msgid "Creates a rigid body from this mesh."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:381
|
||||
msgid "Animation loop (-loop, -cycle)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:383
|
||||
msgid "Animation clips in the COLLADA document that start or end with the token \"loop\" or \"cycle\" will be imported as a Godot Animation with the loop flag set. This is case-sensitive and does not require a hyphen."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:387
|
||||
msgid "In Blender, this requires using the NLA Editor and naming the Action with the \"loop\" or \"cycle\" prefix or suffix."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2019-07-25 10:21+0200\n"
|
||||
"POT-Creation-Date: 2019-07-29 21:34+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"
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user