Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2019-07-29 21:34:36 +02:00
parent fbf78acea3
commit fff379206c
275 changed files with 1075 additions and 975 deletions

2
docs

Submodule docs updated: fd7992cd9c...8eb48078c9

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"
@@ -33,7 +33,7 @@ msgid "New tutorials since version 3.1"
msgstr ""
#: ../../docs/about/docs_changelog.rst:17
#: ../../docs/about/docs_changelog.rst:103
#: ../../docs/about/docs_changelog.rst:104
msgid "Project workflow"
msgstr ""
@@ -42,7 +42,7 @@ msgid ":ref:`doc_android_custom_build`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:22
#: ../../docs/about/docs_changelog.rst:118
#: ../../docs/about/docs_changelog.rst:120
msgid "2D"
msgstr ""
@@ -87,330 +87,330 @@ msgid ":ref:`doc_localization_using_gettext`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:48
#: ../../docs/about/docs_changelog.rst:154
#: ../../docs/about/docs_changelog.rst:156
msgid "Shading"
msgstr ""
#: ../../docs/about/docs_changelog.rst:54
#: ../../docs/about/docs_changelog.rst:50
msgid "Your First Shader Series:"
msgstr ""
#: ../../docs/about/docs_changelog.rst:51
#: ../../docs/about/docs_changelog.rst:52
msgid ":ref:`doc_what_are_shaders`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:52
#: ../../docs/about/docs_changelog.rst:53
msgid ":ref:`doc_your_first_canvasitem_shader`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:53
#: ../../docs/about/docs_changelog.rst:54
msgid ":ref:`doc_your_first_spatial_shader`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:54
#: ../../docs/about/docs_changelog.rst:55
msgid ":ref:`doc_your_second_spatial_shader`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:57
#: ../../docs/about/docs_changelog.rst:58
msgid "Networking"
msgstr ""
#: ../../docs/about/docs_changelog.rst:59
#: ../../docs/about/docs_changelog.rst:60
msgid ":ref:`doc_webrtc`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:62
#: ../../docs/about/docs_changelog.rst:173
#: ../../docs/about/docs_changelog.rst:63
#: ../../docs/about/docs_changelog.rst:176
msgid "Plugins"
msgstr ""
#: ../../docs/about/docs_changelog.rst:64
#: ../../docs/about/docs_changelog.rst:65
msgid ":ref:`doc_android_plugin`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:65
#: ../../docs/about/docs_changelog.rst:66
msgid ":ref:`doc_inspector_plugins`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:68
#: ../../docs/about/docs_changelog.rst:184
#: ../../docs/about/docs_changelog.rst:69
#: ../../docs/about/docs_changelog.rst:187
msgid "Multi-threading"
msgstr ""
#: ../../docs/about/docs_changelog.rst:70
#: ../../docs/about/docs_changelog.rst:71
msgid ":ref:`doc_using_multiple_threads`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:73
#: ../../docs/about/docs_changelog.rst:189
#: ../../docs/about/docs_changelog.rst:74
#: ../../docs/about/docs_changelog.rst:192
msgid "Creating content"
msgstr ""
#: ../../docs/about/docs_changelog.rst:75
#: ../../docs/about/docs_changelog.rst:76
msgid ":ref:`doc_procedural_geometry`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:78
#: ../../docs/about/docs_changelog.rst:79
msgid "Optimization"
msgstr ""
#: ../../docs/about/docs_changelog.rst:80
#: ../../docs/about/docs_changelog.rst:81
msgid ":ref:`doc_using_multimesh`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:81
#: ../../docs/about/docs_changelog.rst:82
msgid ":ref:`doc_using_servers`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:84
#: ../../docs/about/docs_changelog.rst:85
msgid "Legal"
msgstr ""
#: ../../docs/about/docs_changelog.rst:86
#: ../../docs/about/docs_changelog.rst:87
msgid ":ref:`doc_complying_with_licenses`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:89
#: ../../docs/about/docs_changelog.rst:90
msgid "New tutorials since version 3.0"
msgstr ""
#: ../../docs/about/docs_changelog.rst:92
#: ../../docs/about/docs_changelog.rst:93
msgid "Step by step"
msgstr ""
#: ../../docs/about/docs_changelog.rst:94
#: ../../docs/about/docs_changelog.rst:95
msgid ":ref:`doc_signals`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:95
#: ../../docs/about/docs_changelog.rst:96
msgid ":ref:`doc_exporting`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:98
#: ../../docs/about/docs_changelog.rst:99
msgid "Scripting"
msgstr ""
#: ../../docs/about/docs_changelog.rst:100
#: ../../docs/about/docs_changelog.rst:101
msgid ":ref:`doc_gdscript_static_typing`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:115
#: ../../docs/about/docs_changelog.rst:106
msgid "Best Practices:"
msgstr ""
#: ../../docs/about/docs_changelog.rst:106
#: ../../docs/about/docs_changelog.rst:108
msgid ":ref:`doc_introduction_best_practices`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:107
#: ../../docs/about/docs_changelog.rst:109
msgid ":ref:`doc_what_are_godot_classes`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:108
#: ../../docs/about/docs_changelog.rst:110
msgid ":ref:`doc_scene_organization`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:109
#: ../../docs/about/docs_changelog.rst:111
msgid ":ref:`doc_scenes_versus_scripts`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:110
#: ../../docs/about/docs_changelog.rst:112
msgid ":ref:`doc_autoloads_versus_internal_nodes`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:111
#: ../../docs/about/docs_changelog.rst:113
msgid ":ref:`doc_node_alternatives`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:112
#: ../../docs/about/docs_changelog.rst:114
msgid ":ref:`doc_godot_interfaces`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:113
#: ../../docs/about/docs_changelog.rst:115
msgid ":ref:`doc_godot_notifications`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:114
#: ../../docs/about/docs_changelog.rst:116
msgid ":ref:`doc_data_preferences`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:115
#: ../../docs/about/docs_changelog.rst:117
msgid ":ref:`doc_logic_preferences`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:120
#: ../../docs/about/docs_changelog.rst:122
msgid ":ref:`doc_2d_lights_and_shadows`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:121
#: ../../docs/about/docs_changelog.rst:123
msgid ":ref:`doc_2d_meshes`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:124
#: ../../docs/about/docs_changelog.rst:126
msgid "3D"
msgstr ""
#: ../../docs/about/docs_changelog.rst:126
#: ../../docs/about/docs_changelog.rst:128
msgid ":ref:`doc_csg_tools`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:127
#: ../../docs/about/docs_changelog.rst:129
msgid ":ref:`doc_animating_thousands_of_fish`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:128
#: ../../docs/about/docs_changelog.rst:130
msgid ":ref:`doc_controlling_thousands_of_fish`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:131
#: ../../docs/about/docs_changelog.rst:133
msgid "Physics"
msgstr ""
#: ../../docs/about/docs_changelog.rst:133
#: ../../docs/about/docs_changelog.rst:135
msgid ":ref:`doc_ragdoll_system`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:134
#: ../../docs/about/docs_changelog.rst:136
msgid ":ref:`doc_soft_body`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:137
#: ../../docs/about/docs_changelog.rst:139
msgid "Animation"
msgstr ""
#: ../../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
msgid ":ref:`doc_animation_tree`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:143
#: ../../docs/about/docs_changelog.rst:145
msgid "GUI"
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
msgid "Viewports"
msgstr ""
#: ../../docs/about/docs_changelog.rst:150
#: ../../docs/about/docs_changelog.rst:152
msgid ":ref:`doc_viewport_as_texture`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:151
#: ../../docs/about/docs_changelog.rst:153
msgid ":ref:`doc_custom_postprocessing`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:156
#: ../../docs/about/docs_changelog.rst:158
msgid ":ref:`doc_intro_to_shaders_water_workshop`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:157
#: ../../docs/about/docs_changelog.rst:159
msgid ":ref:`doc_migrating_to_godot_shader_language`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:158
#: ../../docs/about/docs_changelog.rst:160
msgid ":ref:`doc_advanced_postprocessing`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:165
#: ../../docs/about/docs_changelog.rst:162
msgid "Shading Reference:"
msgstr ""
#: ../../docs/about/docs_changelog.rst:161
#: ../../docs/about/docs_changelog.rst:164
msgid ":ref:`doc_shaders`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:162
#: ../../docs/about/docs_changelog.rst:165
msgid ":ref:`doc_shading_language`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:163
#: ../../docs/about/docs_changelog.rst:166
msgid ":ref:`doc_spatial_shader`"
msgstr ""
#: ../../docs/about/docs_changelog.rst:164
#: ../../docs/about/docs_changelog.rst:167
msgid ":ref:`doc_canvas_item_shader`"
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 ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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 ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-07-29 21:34+0200\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"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"
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View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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"POT-Creation-Date: 2019-07-29 21:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-07-29 21:34+0200\n"
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View File

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msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-07-29 21:34+0200\n"
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View File

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msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"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"

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