# Godot Engine Documentation in Dutch # Copyright (C) 2014-present, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) # This file is distributed under the same license as the Godot Engine package. # # Alex H , 2019. # Angelin Everaerts , 2020-2021. # Arthur de Roos , 2020. # Bas van Schoubroeck , 2018. # Costya van der Horst , 2023. # Daan van Luijk , 2021. # dem son , 2018. # Erwin , 2018. # Filip Van Raemdonck , 2019. # frank , 2018. # Freek De Sagher , 2020. # Gaetan Deglorie , 2018-2019. # Gert-dev , 2022. # Hendrik de Jonge , 2021. # Hugo van de Kuilen , 2021. # jaron maene , 2018. # Jasper , 2023. # jef dered , 2019. # Jelte Rijks , 2023. # Julian , 2019-2020. # kitfka , 2020. # Laurent Windels , 2018. # marnicq van loon , 2020. # Melvin Louwerse , 2018. # Mike Rombout , 2023. # Mike van Leeuwen , 2020. # naan , 2021. # Nnn , 2022-2023. # Peter , 2018. # phasesync , 2020. # Stijn Hinlopen , 2019-2021. # Tahar Meijs , 2018. # Tim Visee , 2022. # Tirrin , 2019. # T-rex08 , 2021. # Uxilo , 2023. # voylin <0voylin0@gmail.com>, 2022. # Willem , 2018. # Wouter Buckens , 2019. # Wouter , 2022. # Xoronic , 2019. # Your1405Gaming , 2020. # The Bulldozer , 2023. # Raymon Zutekouw , 2023. # Sunaj , 2023. # Bert Heymans , 2023. # Gert-dev , 2023. # Luka van der Plas , 2024. # Chris Meijer , 2024. # Matthijs , 2024. # Philip Goto , 2024. # Sam Plimmer , 2024. # Luka Verbrugghe , 2024. # tristanvong , 2025. # Stijn Verhoeven , 2025. # Rik Smart , 2025. # pim wagemans , 2025. # Sven Slootweg , 2025. # Thijs-Jan , 2025. # Jesse Kroon , 2025. # Daniel koezema , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2025-12-19 15:00+0100\n" "PO-Revision-Date: 2025-11-24 07:52+0000\n" "Last-Translator: Daniel koezema \n" "Language-Team: Dutch \n" "Language: nl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.15-dev\n" #: ../../docs/_templates/layout.html:58 msgid "Previous" msgstr "Vorige" #: ../../docs/_templates/layout.html:61 msgid "Next" msgstr "Volgende" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:160 msgid "Languages" msgstr "Talen" #: ../../docs/_templates/versions.html:32 msgid "Versions" msgstr "Versies" #: ../../docs/_templates/versions.html:39 msgid "On Read the Docs" msgstr "Op Read the Docs" #: ../../docs/_templates/versions.html:41 msgid "Project Home" msgstr "Projectconfiguratie" #: ../../docs/_templates/versions.html:44 msgid "Builds" msgstr "Builds" #: ../../docs/_templates/versions.html:47 msgid "Downloads" msgstr "Downloads" #: ../../docs/index.rst:65 ../../docs/about/docs_changelog.rst:99 #: ../../docs/about/docs_changelog.rst:295 #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7 #: ../../docs/tutorials/scripting/gdscript/gdscript_advanced.rst:7 #: ../../docs/engine_details/architecture/variant_class.rst:7 msgid "About" msgstr "Over" #: ../../docs/index.rst:79 ../../docs/tutorials/2d/2d_parallax.rst:20 #: ../../docs/tutorials/platform/android/android_in_app_purchases.rst:13 #: ../../docs/tutorials/scripting/cpp/gdextension_cpp_example.rst:4 #: ../../docs/tutorials/scripting/cpp/build_system/scons.rst:14 msgid "Getting started" msgstr "Aan de slag" #: ../../docs/index.rst:94 msgid "Manual" msgstr "Handleiding" #: ../../docs/index.rst:128 msgid "Engine details" msgstr "Engine details" #: ../../docs/index.rst:141 msgid "Community" msgstr "Gemeenschap" #: ../../docs/index.rst:152 msgid "Class reference" msgstr "Klasse­referentie" #: ../../docs/index.rst:4 #, fuzzy msgid "Godot Docs – *master* branch" msgstr "Godot Documentatie – *master* branch" #: ../../docs/index.rst:8 msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" "De Godot documentatie is beschikbaar in verschillende talen en versies. Klap " "het \"Read the Docs\" paneel onderaan de zijbalk uit om de lijst te bekijken." #: ../../docs/index.rst:14 msgid "" "This documentation is translated from the `original English one `_ by community members on `Weblate `_." msgstr "" "Deze documentatie is vertaald van de `originele Engelse tekst`_ door leden van de community op `Weblate " "`_." #: ../../docs/index.rst:18 msgid "" "Depending on the translation effort's completion level, you may find " "paragraphs or whole pages which are still in English. You can help the " "community by providing new translations or reviewing existing ones on " "Weblate." msgstr "" "Afhankelijk van de volledigheid van de vertaling, kan het zijn dat " "paragrafen of zelfs volledige pagina's nog steeds in het Engels zijn. Je " "kunt de community helpen door nieuwe vertalingen bij te dragen of bestaande " "vertalingen te verbeteren op Weblate." #: ../../docs/index.rst:23 msgid "" "For the time being, localized translations are only available for the " "\"stable\" branch. You can still view the English documentation for other " "engine versions using the \"Read the Docs\" panel at the bottom of the " "sidebar." msgstr "" "Op dit moment is de vertaalde documentatie enkel beschikbaar voor de " "\"stabiele\" versie. Je kunt ook de Engelstalige documentatie voor andere " "versies bekijken met het \"Read the Docs\"-uitklapvenster onderaan het " "zijpaneel." #: ../../docs/index.rst:28 msgid "" "Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D " "game engine! If you are new to this documentation, we recommend that you " "read the :ref:`introduction page ` to get an overview of " "what this documentation has to offer." msgstr "" "Welkom bij de officiële documentatie van de Godot Engine, de gratis en open " "source community gedreven 2D en 3D game engine! Als dit de eerste keer is " "dat U deze documentatie leest, adviseren we U om de :ref:`introductie pagina " "` te lezen om een goed overzicht te krijgen van wat deze " "documentatie U te bieden heeft." #: ../../docs/index.rst:34 msgid "" "The table of contents in the sidebar should let you easily access the " "documentation for your topic of interest. You can also use the search " "function in the top-left corner." msgstr "" "De inhoudsopgave in de zijbalk geven je makkelijke toegang tot de " "documentatie van het onderwerp waarin je geïnteresseerd bent. Je kan ook de " "zoek functionaliteit gebruiken in de linker bovenhoek." #: ../../docs/index.rst:38 msgid "Get involved" msgstr "Doe mee" #: ../../docs/index.rst:40 msgid "" "Godot Engine is an open source project developed by a community of " "volunteers. The documentation team can always use your feedback and help to " "improve the tutorials and class reference. If you don't understand " "something, or cannot find what you are looking for in the docs, help us make " "the documentation better by letting us know!" msgstr "" "Godot Engine is een open source project ontwikkeld door een gemeenschap van " "vrijwilligers. Het documentatie team kan altijd uw feedback en hulp " "gebruiken om de handleidingen en documentatie van de API te verbeteren. Als " "je iets niet begrijpt, of niet vindt waar je naar zoekt in docs, help ons " "dan de documentatie te verbeteren door het ons te laten weten!" #: ../../docs/index.rst:46 msgid "" "Submit an issue or pull request on the `GitHub repository `_, help us `translate the " "documentation `_ into your " "language, or talk to us on the ``#documentation`` channel on the `Godot " "Contributors Chat `_!" msgstr "" "Rapporteer een probleem of maak een \"pull request\" op de `GitHub " "repository `_, help ons " "`met het vertalen van de documentatie `_ naar jouw taal, of discussieer met ons in het " "``#documentation`` kanaal op `Discord `_, of op " "het ``#godotengine-doc`` kanaal `irc.freenode.net `_!" #: ../../docs/index.rst:52 msgid "weblate_widget" msgstr "weblate_widget" #: ../../docs/:2 msgid "Translation status" msgstr "Status van vertaling" #: ../../docs/index.rst:54 msgid "Offline documentation" msgstr "Offline documentatie" #: ../../docs/index.rst:56 msgid "" "To browse the documentation offline, you can download an HTML copy (updated " "every Monday): `stable `__, `latest " "`__, `3.6 `__. Extract the ZIP archive then open the top-level " "``index.html`` in a web browser." msgstr "" "Als u de documentatie offline wilt doorbladeren, kunt u een HTML-kopie " "downloaden (elke maandag bijgewerkt): `stable `__, `latest `__, `3.6 " "`__. Pak het ZIP-archief uit en open " "vervolgens het hoogste niveau ``index.html`` in een webbrowser." #: ../../docs/index.rst:59 msgid "" "For mobile devices or e-readers, you can also download an ePub copy (updated " "every Monday): `stable `__, `latest " "`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " "file in an e-book reader application." msgstr "" "Voor mobiele apparaten of e-readers kunt u ook een ePub-kopie downloaden " "(elke maandag bijgewerkt): `stable `__, " "`latest `__, `3.6 `__. Pak het ZIP-archief uit en open het bestand " "``GodotEngine.epub`` in een e-bookreadertoepassing." #: ../../docs/404.rst:5 msgid "Page not found" msgstr "Pagina niet gevonden" #: ../../docs/about/introduction.rst:6 #: ../../docs/getting_started/introduction/index.rst:10 #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:4 #: ../../docs/tutorials/best_practices/project_organization.rst:7 #: ../../docs/tutorials/best_practices/version_control_systems.rst:7 #: ../../docs/tutorials/editor/script_editor.rst:9 #: ../../docs/tutorials/editor/managing_editor_features.rst:9 #: ../../docs/tutorials/2d/2d_transforms.rst:7 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:7 #: ../../docs/tutorials/2d/2d_meshes.rst:9 #: ../../docs/tutorials/2d/2d_sprite_animation.rst:7 #: ../../docs/tutorials/2d/2d_antialiasing.rst:16 #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:7 #: ../../docs/tutorials/2d/2d_parallax.rst:7 #: ../../docs/tutorials/2d/2d_movement.rst:7 #: ../../docs/tutorials/2d/using_tilesets.rst:7 #: ../../docs/tutorials/2d/using_tilemaps.rst:13 #: ../../docs/tutorials/3d/using_transforms.rst:7 #: ../../docs/tutorials/3d/3d_text.rst:7 #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:7 #: ../../docs/tutorials/3d/standard_material_3d.rst:7 #: ../../docs/tutorials/3d/lights_and_shadows.rst:7 #: ../../docs/tutorials/3d/particles/index.rst:-1 #: ../../docs/tutorials/3d/high_dynamic_range.rst:9 #: ../../docs/tutorials/3d/3d_antialiasing.rst:16 #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:9 #: ../../docs/tutorials/3d/mesh_lod.rst:22 #: ../../docs/tutorials/3d/using_gridmaps.rst:7 #: ../../docs/tutorials/3d/spring_arm.rst:7 #: ../../docs/tutorials/animation/2d_skeletons.rst:9 #: ../../docs/tutorials/animation/animation_tree.rst:7 #: ../../docs/tutorials/audio/audio_buses.rst:9 #: ../../docs/tutorials/audio/audio_streams.rst:9 #: ../../docs/tutorials/audio/sync_with_audio.rst:9 #: ../../docs/tutorials/export/feature_tags.rst:7 #: ../../docs/tutorials/io/saving_games.rst:7 #: ../../docs/tutorials/io/binary_serialization_api.rst:9 #: ../../docs/tutorials/i18n/internationalizing_games.rst:7 #: ../../docs/tutorials/i18n/pseudolocalization.rst:7 #: ../../docs/tutorials/inputs/input_examples.rst:7 #: ../../docs/tutorials/math/vector_math.rst:7 #: ../../docs/tutorials/math/matrices_and_transforms.rst:7 #: ../../docs/tutorials/networking/ssl_certificates.rst:7 #: ../../docs/tutorials/performance/index.rst:9 #: ../../docs/tutorials/performance/general_optimization.rst:7 #: ../../docs/tutorials/performance/gpu_optimization.rst:7 #: ../../docs/tutorials/physics/using_jolt_physics.rst:7 #: ../../docs/tutorials/physics/using_area_2d.rst:7 #: ../../docs/tutorials/physics/using_character_body_2d.rst:7 #: ../../docs/tutorials/physics/ray-casting.rst:7 #: ../../docs/tutorials/physics/ragdoll_system.rst:7 #: ../../docs/tutorials/physics/kinematic_character_2d.rst:7 #: ../../docs/tutorials/physics/interpolation/physics_interpolation_introduction.rst:4 #: ../../docs/tutorials/platform/android/android_plugin.rst:7 #: ../../docs/tutorials/plugins/editor/import_plugins.rst:13 #: ../../docs/tutorials/plugins/editor/3d_gizmos.rst:9 #: ../../docs/tutorials/rendering/renderers.rst:13 #: ../../docs/tutorials/rendering/viewports.rst:7 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_basics.rst:5 #: ../../docs/tutorials/scripting/cpp/build_system/cmake.rst:24 #: ../../docs/tutorials/scripting/gdextension/gdextension_file.rst:7 #: ../../docs/tutorials/scripting/gdextension/gdextension_c_example.rst:7 #: ../../docs/tutorials/scripting/debug/custom_performance_monitors.rst:7 #: ../../docs/tutorials/scripting/pausing_games.rst:7 #: ../../docs/tutorials/scripting/filesystem.rst:7 #: ../../docs/tutorials/scripting/singletons_autoload.rst:7 #: ../../docs/tutorials/scripting/scene_tree.rst:7 #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:7 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:7 #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:7 #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:7 #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:7 #: ../../docs/tutorials/shaders/custom_postprocessing.rst:7 #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:7 #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:7 #: ../../docs/tutorials/xr/openxr_composition_layers.rst:7 #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:7 #: ../../docs/engine_details/architecture/2d_coordinate_systems.rst:7 #: ../../docs/engine_details/architecture/custom_godot_servers.rst:7 #: ../../docs/engine_details/architecture/custom_resource_format_loaders.rst:7 #: ../../docs/engine_details/architecture/custom_audiostreams.rst:7 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:7 msgid "Introduction" msgstr "Inleiding" #: ../../docs/about/introduction.rst:21 msgid "" "Welcome to the official documentation of **Godot Engine**, the free and open " "source community-driven 2D and 3D game engine! Behind this mouthful, you " "will find a powerful yet user-friendly tool that you can use to develop any " "kind of game, for any platform and with no usage restriction whatsoever." msgstr "" "Welkom op de officiële documentatie van **Godot Engine**, de gratis en open " "source 2D en 3D game engine gedreven door de gemeenschap. U vindt hier een " "krachtige, maar toch gebruiksvriendelijke engine die u kunt gebruiken om elk " "soort spel te maken, voor elk platform en zonder enige gebruiksbeperkingen." #: ../../docs/about/introduction.rst:26 msgid "" "This page gives a broad overview of the engine and of this documentation, so " "that you know where to start if you are a beginner or where to look if you " "need information on a specific feature." msgstr "" "Deze pagina is bedoeld om een breed overzicht te geven van de engine en " "bijbehorende documentatie, zodat u weet waar u kunt starten mocht u een " "beginner zijn, of waar u specifieke informatie kunt vinden over bepaalde " "onderdelen." #: ../../docs/about/introduction.rst:31 msgid "Before you start" msgstr "Voordat je begint" #: ../../docs/about/introduction.rst:33 msgid "" "The :ref:`Tutorials and resources ` page lists " "video tutorials contributed by the community. If you prefer video to text, " "consider checking them out. Otherwise, :ref:`Getting Started " "` is a great starting point." msgstr "" "De :ref:`Handleidingen en hulpmiddelen` pagina " "bevat een lijst videohandleidingen die gemaakt zijn door de gemeenschap. Als " "je video's handiger vindt, kunnen ze misschien van pas komen. De " "pagina :ref:`Van start gaan ` is ook een goed beginput." #: ../../docs/about/introduction.rst:38 msgid "" "In case you have trouble with one of the tutorials or your project, you can " "find help on the various `Community channels `_, especially the Godot `Discord `_ community and `Forum `_." msgstr "" "Mocht je problemen ondervinden met een van de tutorials of je project, dan " "kun je hulp zoeken op de verschillende :ref:`Communitykanalen " "`, met name de Godot `Discord`_ community en `Forum " "`_." #: ../../docs/about/introduction.rst:44 msgid "About Godot Engine" msgstr "Over Godot Engine" #: ../../docs/about/introduction.rst:46 msgid "" "A game engine is a complex tool and difficult to present in a few words. " "Here's a quick synopsis, which you are free to reuse if you need a quick " "write-up about Godot Engine:" msgstr "" "Een spel-engine is een complex gereedschap waardoor het lastig is om Godot " "in enkele woorden te beschrijven. Hierbij een korte samenvatting, het staat " "u vrij om deze te gebruiken in het geval dat u een korte beschrijving van de " "Godot Engine nodig heeft:" #: ../../docs/about/introduction.rst:50 msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " "and 3D games from a unified interface. It provides a comprehensive set of " "common tools, so that users can focus on making games without having to " "reinvent the wheel. Games can be exported with one click to a number of " "platforms, including the major desktop platforms (Linux, macOS, Windows), " "mobile platforms (Android, iOS), as well as Web-based platforms and consoles." msgstr "" "Godot Engine is een uitgebreide, platform-onafhankelijke spel-engine waarmee " "2D en 3D games gemaakt kunnen worden vanuit een samengebrachte interface. " "Het beschikt over een uitgebreide verzameling veelgebruikte tools, zodat " "gebruikers zich kunnen focussen op het maken van spellen zonder het wiel " "opnieuw te hoeven uitvinden. Spellen kunnen met één klik geëxporteerd worden " "naar verschillende platformen, waaronder de grote desktopplatformen (Linux, " "macOS, Windows) als ook mobiele (Android, iOS) en webgebaseerde (HTML) " "platformen." #: ../../docs/about/introduction.rst:57 msgid "" "Godot is completely free and open source under the :ref:`permissive MIT " "license `. No strings attached, no royalties, " "nothing. Users' games are theirs, down to the last line of engine code. " "Godot's development is fully independent and community-driven, empowering " "users to help shape their engine to match their expectations. It is " "supported by the `Godot Foundation `_ not-for-" "profit." msgstr "" "Godot is helemaal gratis, vrijgegeven, en open source onder de toegeeflijke " "MIT licentie. Geen kleine lettertjes, geen royalties, niets. Spellen zijn " "eigendom van de ontwikkelaar, van de eerste tot de laatste regel code van " "deze engine. De ontwikkeling van Godot is volledig onafhankelijk en " "community-gedreven, zodat gebruikers kunnen bijdragen om de engine aan hun " "verwachtingen te laten voldoen. Het wordt ondersteund door de `Software " "Freedom Conservancy `_ not-for-profit." #: ../../docs/about/introduction.rst:67 msgid "Organization of the documentation" msgstr "Opbouw van de documentatie" #: ../../docs/about/introduction.rst:69 msgid "This documentation is organized into several sections:" msgstr "Deze documentatie bestaat uit verschillende delen:" #: ../../docs/about/introduction.rst:71 msgid "" "**About** contains this introduction as well as information about the " "engine, its history, its licensing, authors, etc. It also contains " "the :ref:`doc_faq`." msgstr "" "**Over** bevat deze introductie en ook de informatie over de engine, de " "geschiedenis ervan, verstrekking van licenties, auteurs, etc. Het bevat ook " "de :ref:`doc_faq`." #: ../../docs/about/introduction.rst:74 msgid "" "**Getting Started** contains all necessary information on using the engine " "to make games. It starts with the :ref:`doc_getting_started_intro` section " "which should be the entry point for all new users. **This is the best place " "to start if you're new!**" msgstr "" "De **Getting Started** pagina bevat alle noodzakelijke informatie om spellen " "te ontwikkelen. Het begint met de :ref:`Stap voor stap ` handleiding, wat het startpunt zou moeten zijn voor alle " "nieuwe gebruikers. **Dit is de beste plek om te beginnen voor de eerste keer!" "**" #: ../../docs/about/introduction.rst:78 msgid "" "The **Manual** can be read or referenced as needed, in any order. It " "contains feature-specific tutorials and documentation." msgstr "" "De **Handleiding** kan gelezen of naar verwezen worden . Het bevat " "specifieke handleidingen voor functionaliteiten en documentatie." #: ../../docs/about/introduction.rst:80 #, fuzzy msgid "" "**Engine details** contains sections intended for advanced users and " "contributors, with information on compiling the engine, working on the " "editor, or developing C++ modules." msgstr "" "**Bijdragen** geeft informatie gerelateerd aan Godot, voor zowel de kern van " "Godot als documentatie, demos of andere delen van Godot. Het beschrijft hoe " "je fouten moet melden, hoe er bijgedragen kan worden, etc. Het bevat ook " "secties die bedoeld zijn voor geavanceerde gebruikers en bijdragers, met " "informatie over het compilen van de engine, bijdragen aan de editor zelf, of " "het ontwikkelen van C++ modules." #: ../../docs/about/introduction.rst:83 msgid "" "**Community** is dedicated to the life of Godot's community and contains a " "list of recommended third-party tutorials and materials outside of this " "documentation. It also provides details on the Asset Library. It also used " "to list Godot communities, which are now listed on the `Godot website " "`_." msgstr "" "**Gemeenschap** is toegewijd aan de gemeenschap rondom Godot, en bevat een " "lijst van aanbevolen bronnen die gemaakt zijn door anderen, zoals tutorials. " "Ook zijn er details te vinden over de Materiaalbibliotheek. Vroeger werden " "er ook andere Godot-gemeenschappen vermeld, maar die zijn inmiddels " "verplaatst naar de `Godot-website `_." #: ../../docs/about/introduction.rst:87 msgid "" "Finally, the **Class reference** documents the full Godot API, also " "available directly within the engine's script editor. You can find " "information on all classes, functions, signals and so on here." msgstr "" "Als laatste de **klasse referenties**, deze documenteren de volledige Godot " "API en zijn ook direct verkrijgbaar in script editor van de engine. Er is " "informatie over alle klassen, functies, signalen etc." #: ../../docs/about/introduction.rst:91 msgid "" "In addition to this documentation, you may also want to take a look at the " "various `Godot demo projects `_." msgstr "" "Naast deze documentatie kun je misschien ook een kijkje nemen bij " "verscheidene`Godot demo projecten `_." #: ../../docs/about/introduction.rst:95 msgid "About this documentation" msgstr "Over deze documentatie" #: ../../docs/about/introduction.rst:97 #, fuzzy msgid "" "Members of the Godot Engine community continuously write, correct, edit, and " "improve this documentation. We are always looking for more help. You can " "also contribute by opening Github issues or translating the documentation " "into your language. If you are interested in helping, see `How to contribute " "`__ and `Writing documentation `__, " "or get in touch with the `Documentation team `_ on `Godot Contributors Chat `_." msgstr "" "Leden van de Godot Engine community zijn constant deze documentatie aan het " "schrijven, corrigeren, bewerken en verbeteren. Hiervoor zijn wij ook altijd " "opzoek naar nieuwe vrijwilligers. Je kan al helpen door op Github problemen " "te melden, of mee te helpen met de documentatie vertalen. Om te helpen kan " "je hier terecht: :ref:`Manieren om bij te dragen ` " "en :ref:`Documentatie schrijven en vertalen " "`, of neem contact op met het " "`Documentatie team `_ op " "`Godot Contributors Chat `_." #: ../../docs/about/introduction.rst:105 msgid "" "All documentation content is licensed under the permissive Creative Commons " "Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " "Godot Engine community*\" unless otherwise noted." msgstr "" "Alle inhoud valt onder de permissive Creative Commons Attribution 3.0 (`CC-" "BY 3.0 `_) licentie, met " "attributie naar \"*Juan Linietsky, Ariel Manzur and the Godot Engine " "community*\" tenzij anders aangegeven." #: ../../docs/about/introduction.rst:110 msgid "*Have fun reading and making games with Godot Engine!*" msgstr "*Veel plezier met lezen en maken van games met de Godot Engine!*" #: ../../docs/about/list_of_features.rst:6 msgid "List of features" msgstr "Functionaliteiten" #: ../../docs/about/list_of_features.rst:8 msgid "This page aims to list **all** features currently supported by Godot." msgstr "" "Deze pagina geeft een overzicht van alle functionaliteiten die momenteel in " "Godot worden ondersteund." #: ../../docs/about/list_of_features.rst:12 #, fuzzy msgid "" "This page lists features supported by the current stable version of Godot. " "Some of these features are not available in the `3.x release series `__." msgstr "" "Deze pagina bevat de functionaliteiten ondersteund door de huidige stabiele " "versie van Godot (4.0) Sommige hiervan zijn niet beschikbaar in de `LTS " "release series (3.x) `__." #: ../../docs/about/list_of_features.rst:17 msgid "Platforms" msgstr "Platformen" #: ../../docs/about/list_of_features.rst:21 msgid "" "See :ref:`doc_system_requirements` for hardware and software version " "requirements." msgstr "" "Zie :ref:`doc_system_requirements` voor hardware- en softwareversie eisen." #: ../../docs/about/list_of_features.rst:23 msgid "**Can run both the editor and exported projects:**" msgstr "**Kan in de editor en de geëxporteerde projecten draaien:**" #: ../../docs/about/list_of_features.rst:25 msgid "Windows (x86 and ARM, 64-bit and 32-bit)." msgstr "Windows (x86 en ARM, 64-bit en 32-bit)." #: ../../docs/about/list_of_features.rst:26 msgid "macOS (x86 and ARM, 64-bit only)." msgstr "macOS (x86 en ARM, alleen 64-bit)." #: ../../docs/about/list_of_features.rst:27 msgid "Linux (x86 and ARM, 64-bit and 32-bit)." msgstr "Linux (x86 en ARM, 64-bit en 32-bit)." #: ../../docs/about/list_of_features.rst:29 msgid "" "Binaries are statically linked and can run on any distribution if compiled " "on an old enough base distribution." msgstr "" "Binaries zijn statistisch gelinked en kunnen op elke distributie draaien als " "de base distribution oud genoeg is." #: ../../docs/about/list_of_features.rst:31 #, fuzzy msgid "" "Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across " "common Linux distributions." msgstr "" "Officiële binaire bestanden worden gecompileerd door middel van de `Godot " "Engine buildroot `__,wat ervoor " "zorgt dat de binaire bestanden op alle Linux distributies werken (inclusief " "LTS varianten)." #: ../../docs/about/list_of_features.rst:35 #, fuzzy msgid "Android (editor support is experimental)." msgstr "Android 6.0 en later (editor ondersteuning is experimenteel)." #: ../../docs/about/list_of_features.rst:36 msgid "" ":ref:`Web browsers `. Experimental in 4.0, using " "Godot 3.x is recommended instead when targeting HTML5." msgstr "" ":ref:`Web browsers `. Experimenteel in 4.0, Godot " "3.x wordt aanbevolen als exporteren naar HTML5 het doel is." #: ../../docs/about/list_of_features.rst:41 msgid "" "Linux supports rv64 (RISC-V), ppc64 & ppc32 (PowerPC), and loongarch64. " "However you must compile the editor for that platform (as well as export " "templates) yourself, no official downloads are currently provided. RISC-V " "compiling instructions can be found on the :ref:`doc_compiling_for_linuxbsd` " "page." msgstr "" #: ../../docs/about/list_of_features.rst:46 msgid "**Runs exported projects:**" msgstr "**Draait geëxporteerde projecten:**" #: ../../docs/about/list_of_features.rst:48 msgid "iOS." msgstr "iOS." #: ../../docs/about/list_of_features.rst:49 msgid ":ref:`Consoles `." msgstr ":ref:`Consoles `." #: ../../docs/about/list_of_features.rst:51 msgid "" "Godot aims to be as platform-independent as possible and can be :ref:`ported " "to new platforms ` with relative ease." msgstr "" "Godot richt zich op zo platform-onafhankelijk mogelijk te zijn, en kan vrij " "gemakkelijk :ref:`worden geport naar nieuwe platforms " "`." #: ../../docs/about/list_of_features.rst:56 #: ../../docs/getting_started/step_by_step/scripting_languages.rst:131 msgid "" "Projects written in C# using Godot 4 currently cannot be exported to the web " "platform. To use C# on that platform, consider Godot 3 instead. Android and " "iOS platform support is available as of Godot 4.2, but is experimental " "and :ref:`some limitations apply `." msgstr "" "Projecten geschreven in C# die gebruik maken van Godot 4 kunnen op dit " "moment niet worden geëxporteerd via het webplatform. Om C# op dit platform " "te kunnen gebruiken, kunt u overwegen om Godot 3 te gebruiken. Android en " "iOS platformondersteuning is beschikbaar vanaf Godot 4.2, maar is " "experimenteel en :ref:`heeft beperkingen `." #: ../../docs/about/list_of_features.rst:62 #: ../../docs/about/docs_changelog.rst:22 #: ../../docs/about/docs_changelog.rst:61 #: ../../docs/about/docs_changelog.rst:274 #: ../../docs/about/docs_changelog.rst:315 #: ../../docs/tutorials/editor/external_editor.rst:43 #: ../../docs/engine_details/development/compiling/compiling_with_dotnet.rst:204 msgid "Editor" msgstr "Editor" #: ../../docs/about/list_of_features.rst:64 #: ../../docs/about/list_of_features.rst:504 msgid "**Features:**" msgstr "**Functionaliteiten:**" #: ../../docs/about/list_of_features.rst:66 msgid "Scene tree editor." msgstr "Scène boom editor." #: ../../docs/about/list_of_features.rst:67 msgid "Built-in script editor." msgstr "Ingebouwde script editor." #: ../../docs/about/list_of_features.rst:68 msgid "" "Support for :ref:`external script editors ` such as " "Visual Studio Code or Vim." msgstr "" "Ondersteuning voor :ref:`externe script editors ` zoals " "Visual Studio Code of Vim." #: ../../docs/about/list_of_features.rst:70 msgid "GDScript :ref:`debugger `." msgstr "GDScript :ref:`debugger `." #: ../../docs/about/list_of_features.rst:72 #, fuzzy msgid "Support for debugging in threads is available since 4.2." msgstr "Nog geen ondersteuning voor debuggen in threads." #: ../../docs/about/list_of_features.rst:73 msgid "" "Visual profiler with CPU and GPU time indications for each step of the " "rendering pipeline." msgstr "" "Visuele profiler met CPU en GPU tijdsindicaties voor elke stap van de " "rendering pipeline." #: ../../docs/about/list_of_features.rst:75 msgid "" "Performance monitoring tools, including :ref:`custom performance monitors " "`." msgstr "" "Performance monitoring gereedschap, inclusief :ref:`eigen performance " "monitors `." #: ../../docs/about/list_of_features.rst:77 msgid "Live script reloading." msgstr "Live scripts herladen." #: ../../docs/about/list_of_features.rst:78 msgid "Live scene editing." msgstr "Live scènes bewerken." #: ../../docs/about/list_of_features.rst:80 msgid "" "Changes will reflect in the editor and will be kept after closing the " "running project." msgstr "" "Veranderingen zie je terug in de editor, en worden ook behouden na het " "sluiten van het draaiende project." #: ../../docs/about/list_of_features.rst:82 msgid "Remote inspector." msgstr "Remote inspector." #: ../../docs/about/list_of_features.rst:84 msgid "" "Changes won't reflect in the editor and won't be kept after closing the " "running project." msgstr "" "Veranderingen zie je niet terug in de editor, en worden niet behouden na het " "sluiten van het draaiende project." #: ../../docs/about/list_of_features.rst:86 msgid "Live camera replication." msgstr "Live camera replicatie." #: ../../docs/about/list_of_features.rst:88 msgid "Move the in-editor camera and see the result in the running project." msgstr "" "Beweeg de camera in de editor en ze het resultaat in het draaiende project." #: ../../docs/about/list_of_features.rst:90 msgid "Built-in offline class reference documentation." msgstr "Ingebouwde offline documentatie voor klassereferentie." #: ../../docs/about/list_of_features.rst:91 msgid "Use the editor in dozens of languages contributed by the community." msgstr "" "Gebruik de editor in de vele beschikbare talen, mogelijk gemaakt door de " "gemeenschap." #: ../../docs/about/list_of_features.rst:93 msgid "**Plugins:**" msgstr "**Plugins:**" #: ../../docs/about/list_of_features.rst:95 msgid "" "Editor plugins can be downloaded from the :ref:`asset library " "` to extend editor functionality." msgstr "" "Editor plugins kunnen worden gedownload van de :ref:`materiaal bibliotheek " "` om de functionaliteit van de editor uit te bereiden." #: ../../docs/about/list_of_features.rst:97 msgid "" ":ref:`Create your own plugins ` using GDScript to add " "new features or speed up your workflow." msgstr "" ":ref:`Maak je eigen plugins `met GDScript om nieuwe " "functionaliteiten toe te voegen, of om je werkwijze te versnellen." #: ../../docs/about/list_of_features.rst:99 msgid "" ":ref:`Download projects from the asset library ` " "in the Project Manager and import them directly." msgstr "" ":ref:`Download projecten van de materiaal bibliotheek " "` in de Project Beheerder en importeer ze direct." #: ../../docs/about/list_of_features.rst:103 #: ../../docs/about/docs_changelog.rst:86 #: ../../docs/about/docs_changelog.rst:125 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:120 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:128 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:88 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:306 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.4.rst:104 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.4.rst:184 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.5.rst:49 #: ../../docs/tutorials/2d/index.rst:26 #: ../../docs/tutorials/2d/using_tilemaps.rst:58 #: ../../docs/tutorials/3d/index.rst:18 #: ../../docs/tutorials/performance/thread_safe_apis.rst:82 #: ../../docs/tutorials/rendering/index.rst:4 #: ../../docs/tutorials/rendering/viewports.rst:202 msgid "Rendering" msgstr "Renderen" #: ../../docs/about/list_of_features.rst:105 #: ../../docs/tutorials/rendering/renderers.rst:15 msgid "Godot 4 includes three renderers:" msgstr "" #: ../../docs/about/list_of_features.rst:107 #: ../../docs/tutorials/rendering/renderers.rst:17 msgid "" "**Forward+**. The most advanced renderer, suited for desktop platforms only. " "Used by default on desktop platforms. This renderer uses **Vulkan**, " "**Direct3D 12**, or **Metal** as the rendering driver, and it uses the " "**RenderingDevice** backend." msgstr "" #: ../../docs/about/list_of_features.rst:110 #: ../../docs/tutorials/rendering/renderers.rst:20 msgid "" "**Mobile**. Fewer features, but renders simple scenes faster. Suited for " "mobile and desktop platforms. Used by default on mobile platforms. This " "renderer uses **Vulkan**, **Direct3D 12**, or **Metal** as the rendering " "driver, and it uses the **RenderingDevice** backend." msgstr "" #: ../../docs/about/list_of_features.rst:114 #: ../../docs/tutorials/rendering/renderers.rst:24 #, fuzzy msgid "" "**Compatibility**, sometimes called **GL Compatibility**. The least advanced " "renderer, suited for low-end desktop and mobile platforms. Used by default " "on the web platform. This renderer uses **OpenGL** as the rendering driver." msgstr "" "**Compatibility** draait op OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. De minst " "geavanceerde grafische backend, geschikt voor laagwaardige desktop en " "mobiele platforms. Wordt standaard gebruikt op het web platform." #: ../../docs/about/list_of_features.rst:118 msgid "" "See :ref:`doc_renderers` for a detailed comparison of the rendering methods." msgstr "" "Zie :ref:` doc_renderers` voor een gedetailleerde vergelijking van de " "rendering methodes." #: ../../docs/about/list_of_features.rst:121 msgid "2D graphics" msgstr "2D graphics" #: ../../docs/about/list_of_features.rst:123 msgid "Sprite, polygon and line rendering." msgstr "Renderen van sprites, polygonen, en lijnen." #: ../../docs/about/list_of_features.rst:125 msgid "" "High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " "and :ref:`class_Line2D`, with support for texturing." msgstr "" "Hoogwaardige tools om lijnen en polygonen zoals s :ref:`class_Polygon2D` " "en :ref:`class_Line2D` te tekenen, met ondersteuning voor textures." #: ../../docs/about/list_of_features.rst:128 msgid "AnimatedSprite2D as a helper for creating animated sprites." msgstr "AnimatedSprite2D als hulpmiddel om geanimeerde sprites te maken." #: ../../docs/about/list_of_features.rst:129 msgid "Parallax layers." msgstr "Parallax-lagen." #: ../../docs/about/list_of_features.rst:131 msgid "Pseudo-3D support including preview in the editor." msgstr "Pseudo-3D-ondersteuning inclusief voorvertoning in de editor." #: ../../docs/about/list_of_features.rst:133 msgid "" ":ref:`2D lighting ` with normal maps and specular " "maps." msgstr "" ":ref:`2D belichting ` met normal maps en specular " "maps." #: ../../docs/about/list_of_features.rst:135 msgid "Point (omni/spot) and directional 2D lights." msgstr "Punt- (omni/spot) en gerichte 2D-lichten." #: ../../docs/about/list_of_features.rst:136 msgid "Hard or soft shadows (adjustable on a per-light basis)." msgstr "Harde of zachte schaduwen (aanpasbaar voor elk licht)." #: ../../docs/about/list_of_features.rst:137 msgid "" "Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " "representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " "which can be used for improved 2D lighting effects including 2D global " "illumination." msgstr "" "Eigen shaders hebben toegang tot een real-time :abbr:`SDF (Signed Distance " "Field)` representatie van de 2D scène, gebaseerd " "op :ref:`class_LightOccluder2D` knopen, die kan worden gebruikt voor " "verbeterde 2D belichtingseffecten, inclusief 2D globale belichting." #: ../../docs/about/list_of_features.rst:141 msgid "" ":ref:`Font rendering ` using bitmaps, rasterization " "using FreeType or multi-channel signed distance fields (MSDF)." msgstr "" ":ref:`Lettertypes renderen `met bitmaps, rastering met " "FreeType of multi-channel signed distance fields (MSDF)." #: ../../docs/about/list_of_features.rst:144 msgid "" "Bitmap fonts can be exported using tools like BMFont, or imported from " "images (for fixed-width fonts only)." msgstr "" "Bitmap-lettertypen kunnen worden geëxporteerd met tools zoals BMFont, of " "worden geïmporteerd uit afbeeldingen (alleen voor lettertypen met vaste " "breedte)." #: ../../docs/about/list_of_features.rst:146 msgid "" "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " "emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" "Dynamische lettertypen ondersteunen zowel éénkleurige als gekleurde " "lettertypen (bijv. voor emoji) ondersteund. Ondersteunde formaten zijn TTF, " "OTF, WOFF1 en WOFF2." #: ../../docs/about/list_of_features.rst:148 msgid "" "Dynamic fonts support optional font outlines with adjustable width and color." msgstr "" "Dynamische lettertypen ondersteuning optionele letter-omlijningen met " "instelbare breedte en kleur." #: ../../docs/about/list_of_features.rst:149 msgid "" "Dynamic fonts support variable fonts and OpenType features including " "ligatures." msgstr "" "Dynamische lettertypen ondersteuning variabele lettertypen en OpenType " "eigenschappen zoals ligaturen." #: ../../docs/about/list_of_features.rst:150 msgid "" "Dynamic fonts support simulated bold and italic when the font file lacks " "those styles." msgstr "" "Dynamische lettertypen ondersteunen gesimuleerde dikgedrukte en " "schuingedrukte stijl als die stijlen ontbreken in het lettertypebestand." #: ../../docs/about/list_of_features.rst:152 msgid "" "Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." msgstr "" "Dynamische lettertypen ondersteunen oversampling om lettertypes scherp te " "houden op hogere resoluties." #: ../../docs/about/list_of_features.rst:153 msgid "" "Dynamic fonts support subpixel positioning to make fonts crisper at low " "sizes." msgstr "" "Dynamische lettertypen ondersteunen subpixel-positionering om bestanden " "scherper te maken op kleine groottes." #: ../../docs/about/list_of_features.rst:154 msgid "" "Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " "at low sizes." msgstr "" "Dynamische lettertypen ondersteunen LCD subpixel-optimisatie om lettertypen " "nog scherper te maken op kleine groottes." #: ../../docs/about/list_of_features.rst:155 msgid "" "Signed distance field fonts can be scaled at any resolution without " "requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " "to lower sizes better compared to monochrome SDF fonts." msgstr "" "Signed distance field-lettertypen kunnen worden geschaald naar elke " "resolutie zonder opnieuw gerasterd te worden. Bij het gebruik van multi-" "channel schalen SDF-lettertypen beter naar kleinere groottes vergeleken met " "monochrome SFD-lettertypen." #: ../../docs/about/list_of_features.rst:159 msgid "" "GPU-based :ref:`particles ` with support " "for :ref:`custom particle shaders `." msgstr "" "GPU-gebaseerde :ref:`deeltjes` met ondersteuning " "voor :ref:`eigen deeltjes-shaders `." #: ../../docs/about/list_of_features.rst:161 #: ../../docs/about/list_of_features.rst:352 msgid "CPU-based particles." msgstr "Effecten met vele deeltjes berekend op de CPU." #: ../../docs/about/list_of_features.rst:162 msgid "" "Optional :ref:`2D HDR rendering " "` for better glow " "capabilities." msgstr "" "Optioneel :ref:`2D HDR " "renderen` voor betere " "glow-mogelijkheden." #: ../../docs/about/list_of_features.rst:166 msgid "2D tools" msgstr "2D Hulpmiddelen" #: ../../docs/about/list_of_features.rst:168 msgid ":ref:`TileMaps ` for 2D tile-based level design." msgstr "" ":ref:`TileMaps ` om 2D levels te ontwerpen met tilemaps." #: ../../docs/about/list_of_features.rst:169 msgid "2D camera with built-in smoothing and drag margins." msgstr "2D-camera met ingebouwde smoothing en sleepmarges." #: ../../docs/about/list_of_features.rst:170 msgid "Path2D node to represent a path in 2D space." msgstr "Path2D knoop om een pad in 2D ruimte te representeren." #: ../../docs/about/list_of_features.rst:172 #: ../../docs/about/list_of_features.rst:413 msgid "Can be drawn in the editor or generated procedurally." msgstr "Kan worden getekend in de editor of procedureel gegenereerd worden." #: ../../docs/about/list_of_features.rst:173 msgid "PathFollow2D node to make nodes follow a Path2D." msgstr "PathFollow2D knoop om knopen een Path2D te laten volgen." #: ../../docs/about/list_of_features.rst:175 msgid ":ref:`2D geometry helper class `." msgstr ":ref:`2D geometrie hulp klasse `." #: ../../docs/about/list_of_features.rst:178 msgid "2D physics" msgstr "2D fysica" #: ../../docs/about/list_of_features.rst:180 #: ../../docs/about/list_of_features.rst:423 msgid "**Physics bodies:**" msgstr "**Physieke lichamen:**" #: ../../docs/about/list_of_features.rst:182 #: ../../docs/about/list_of_features.rst:425 msgid "Static bodies." msgstr "Statische lichamen." #: ../../docs/about/list_of_features.rst:183 #: ../../docs/about/list_of_features.rst:426 msgid "" "Animatable bodies (for objects moving only by script or animation, such as " "doors and platforms)." msgstr "" "Animeerbare lichamen (voor objecten die alleen via script en animatie " "bewegen, zoals deuren en platformen)." #: ../../docs/about/list_of_features.rst:184 #: ../../docs/about/list_of_features.rst:427 msgid "Rigid bodies." msgstr "Rigide lichamen." #: ../../docs/about/list_of_features.rst:185 #: ../../docs/about/list_of_features.rst:428 msgid "Character bodies." msgstr "Karakter lichamen." #: ../../docs/about/list_of_features.rst:186 #: ../../docs/about/list_of_features.rst:430 msgid "Joints." msgstr "Gewrichten." #: ../../docs/about/list_of_features.rst:187 #: ../../docs/about/list_of_features.rst:433 msgid "Areas to detect bodies entering or leaving it." msgstr "Gebieden om lichamen te ontdekken die het binnenkomen of verlaten." #: ../../docs/about/list_of_features.rst:189 #: ../../docs/about/list_of_features.rst:435 msgid "**Collision detection:**" msgstr "**Botstingsdetectie:**" #: ../../docs/about/list_of_features.rst:191 msgid "" "Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." msgstr "" "Ingebouwde vormen: lijn, rechthoek, cirkel, capsule, wereldgrens (oneindig " "vlak)." #: ../../docs/about/list_of_features.rst:192 msgid "" "Collision polygons (can be drawn manually or generated from a sprite in the " "editor)." msgstr "" "Botsingspolygonen (kunnen met de hand getekend worden of worden gegenereerd " "van een sprite in de editor)." #: ../../docs/about/list_of_features.rst:195 msgid "3D graphics" msgstr "3D graphics" #: ../../docs/about/list_of_features.rst:197 msgid "HDR rendering with sRGB." msgstr "HDR renderen met sRGB." #: ../../docs/about/list_of_features.rst:198 msgid "Perspective, orthographic and frustum-offset cameras." msgstr "Perspectief, ortographisch en frustrum-offset camera's." #: ../../docs/about/list_of_features.rst:199 #, fuzzy msgid "" "When using the Forward+ renderer, a depth prepass is used to improve " "performance in complex scenes by reducing the cost of overdraw." msgstr "" "Bij gebruik van de Forward+-backend wordt een diepte-prepass gebruikt om " "prestaties te verbeteren in complexe scènes door de kosten van overtekenen " "te reduceren." #: ../../docs/about/list_of_features.rst:201 #, fuzzy msgid "" ":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Mobile." msgstr "" ":ref:`doc_variable_rate_shading` op ondersteunde GPUs in Forward+ en Forward " "Mobile." #: ../../docs/about/list_of_features.rst:203 msgid "**Physically-based rendering (built-in material features):**" msgstr "**Fysiek-gebaseerd renderen (ingebouwde materiële eigenschappen):**" #: ../../docs/about/list_of_features.rst:205 msgid "Follows the Disney PBR model." msgstr "Volgt het Disney PBR-model." #: ../../docs/about/list_of_features.rst:206 msgid "" "Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse " "shading modes." msgstr "" "Ondersteunt Burley, Lambert, Lambert Wrap (half-Lambert) en Toon als diffuse " "shading-modi." #: ../../docs/about/list_of_features.rst:207 msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." msgstr "" "Ondersteunt Schlick-GGX, Toon, en Uitgeschakeld als spiegelende shading " "modes." #: ../../docs/about/list_of_features.rst:208 msgid "Uses a roughness-metallic workflow with support for ORM textures." msgstr "" "Gebruikt een grofheid-metaal- werkwijze met ondersteuning voor ORM textures." #: ../../docs/about/list_of_features.rst:209 #, fuzzy msgid "" "Uses horizon specular occlusion (Filament model) to improve material " "appearance." msgstr "" "Gebruikt horizon specular occlusie (Filamentmodel) om het uiterlijk van " "materialen te verbeteren." #: ../../docs/about/list_of_features.rst:210 msgid "Normal mapping." msgstr "Normalisering." #: ../../docs/about/list_of_features.rst:211 msgid "" "Parallax/relief mapping with automatic level of detail based on distance." msgstr "" "Parallax-/relief-mapping met automatische detailgraad gebaseerd op afstand." #: ../../docs/about/list_of_features.rst:212 msgid "Detail mapping for the albedo and normal maps." msgstr "Detailmapping voor albedo- en normale maps." #: ../../docs/about/list_of_features.rst:213 msgid "Sub-surface scattering and transmittance." msgstr "Onder-de-oppervlakte verstrooiing en lichtdoorlating." #: ../../docs/about/list_of_features.rst:214 msgid "" "Screen-space refraction with support for material roughness (resulting in " "blurry refraction)." msgstr "" "Screen-space lichtbreking met ondersteuning voor materiaalgrofheid (voor " "wazige breking)." #: ../../docs/about/list_of_features.rst:215 msgid "Proximity fade (soft particles) and distance fade." msgstr "Nabijheidsverzwakking (zachte deeltjes) en afstandsverzwakking." #: ../../docs/about/list_of_features.rst:216 msgid "" "Distance fade can use alpha blending or dithering to avoid going through the " "transparent pipeline." msgstr "" "Afstandsverzwakking kan alpha-blending of ditheren gebruiken om te zorgen " "dat het niet door de transparantie-pijplijn gaat." #: ../../docs/about/list_of_features.rst:218 msgid "Dithering can be determined on a per-pixel or per-object basis." msgstr "Ditheren kan worden bepaald per pixel of per object." #: ../../docs/about/list_of_features.rst:220 msgid "**Real-time lighting:**" msgstr "**Real-time belichting:**" #: ../../docs/about/list_of_features.rst:222 msgid "Directional lights (sun/moon). Up to 4 per scene." msgstr "Gerichte lichten (zon/maan). Maximaal 4 per scène." #: ../../docs/about/list_of_features.rst:223 msgid "Omnidirectional lights." msgstr "Lichten in alle richtingen." #: ../../docs/about/list_of_features.rst:224 msgid "Spot lights with adjustable cone angle and attenuation." msgstr "Spotlichten met instelbare kegelhoek en verzwakking." #: ../../docs/about/list_of_features.rst:225 msgid "" "Specular, indirect light, and volumetric fog energy can be adjusted on a per-" "light basis." msgstr "" "Reflecterend, indirect licht, en volumetrische mist-energie kunnen worden " "ingesteld per licht." #: ../../docs/about/list_of_features.rst:226 msgid "" "Adjustable light \"size\" for fake area lights (will also make shadows " "blurrier)." msgstr "" "Instelbare licht-\"groottes\" voor neppe gebiedslichten (maakt ook schaduwen " "waziger)." #: ../../docs/about/list_of_features.rst:227 msgid "" "Optional distance fade system to fade distant lights and their shadows, " "improving performance." msgstr "" "Optioneel afstands-afnamesysteem om verre lichten en hun schaduwen af te " "zwakken, wat prestaties verbetert." #: ../../docs/about/list_of_features.rst:228 #, fuzzy msgid "" "When using the Forward+ renderer (default on desktop), lights are rendered " "with clustered forward optimizations to decrease their individual cost. " "Clustered rendering also lifts any limits on the number of lights that can " "be used on a mesh." msgstr "" "Als de Forward+-backend wordt gebruikt (standaard op desktop), worden " "lichten gerenderd met geclusterde forward-optimisaties om hun individuele " "kosten te verminderen. Geclusterde lichten heffen ook alle limieten op het " "aantal lichten dat op een mesh gebruikt kan worden, op." #: ../../docs/about/list_of_features.rst:231 #, fuzzy msgid "" "When using the Mobile renderer, up to 8 omni lights and 8 spot lights can be " "displayed per mesh resource. Baked lighting can be used to overcome this " "limit if needed." msgstr "" "Als de Forward Mobile-backend wordt gebruikt, kunnen maximaal 8 omni-lichten " "en 8 spot-lichten worden getoond per mesh-bron. Indien nodig kunnen baked " "lichten worden gebruikt om over deze limiet te gaan." #: ../../docs/about/list_of_features.rst:235 msgid "**Shadow mapping:**" msgstr "**Schaduw-afbeelding:**" #: ../../docs/about/list_of_features.rst:237 msgid "" "*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " "blending between splits." msgstr "" "*DirectionalLight:* Orthogonaal (snelst), PSSM 2-split en 4-split. " "Ondersteunt blenden tussen splits." #: ../../docs/about/list_of_features.rst:239 msgid "" "*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " "Supports colored projector textures in the form of panoramas." msgstr "" "*OmniLight:* Duale paraboloïde (snel) of cubemap (langzamer maar accurater). " "Ondersteund gekleurde projectortextures in de vorm van panorama's." #: ../../docs/about/list_of_features.rst:241 msgid "*SpotLight:* Single texture. Supports colored projector textures." msgstr "*SpotLight:* Enkele texture. Ondersteunt gekleurde projector textures." #: ../../docs/about/list_of_features.rst:242 msgid "" "Shadow normal offset bias and shadow pancaking to decrease the amount of " "visible shadow acne and peter-panning." msgstr "" #: ../../docs/about/list_of_features.rst:244 msgid "" ":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " "light size and distance from the surface the shadow is cast on." msgstr "" ":abbr:`PCSS (Percentage Closer Soft Shadows)`- vergelijkbaar met " "schaduwvervaging, gebaseerd op de lichtgrootte en de afstand vanaf het " "oppervlak waar de schaduw op valt." #: ../../docs/about/list_of_features.rst:246 msgid "Adjustable shadow blur on a per-light basis." msgstr "Instelbare schaduwvervaging per licht." #: ../../docs/about/list_of_features.rst:248 msgid "**Global illumination with indirect lighting:**" msgstr "**Globale verlichting met indirecte verlichting:**" #: ../../docs/about/list_of_features.rst:250 #, fuzzy msgid "" ":ref:`Baked lightmaps ` (fast, but can't be updated " "at runtime)." msgstr "" ":ref:`Gebakken lichtmaps ` (snel, maar kan niet " "worden geüpdatet tijdens runtime)." #: ../../docs/about/list_of_features.rst:252 msgid "" "Supports baking indirect light only or baking both direct and indirect " "lighting. The bake mode can be adjusted on a per-light basis to allow for " "hybrid light baking setups." msgstr "" "Ondersteund het bakken van alleen indirect licht of het bakken van zowel " "direct als indirect licht. De bakmodus kan worden ingesteld per licht voor " "hybride licht-bak-instellingen." #: ../../docs/about/list_of_features.rst:255 msgid "" "Supports lighting dynamic objects using automatic and manually placed probes." msgstr "" "Ondersteunt het belichten van dynamische objecten met automatische en met de " "hand geplaatste probes." #: ../../docs/about/list_of_features.rst:256 #, fuzzy msgid "" "Optionally supports directional lighting and rough reflections based on " "spherical harmonics." msgstr "" "Ondersteunt optionele gerichte verlichting en grove reflecties gebaseerd op " "sferische boventonen." #: ../../docs/about/list_of_features.rst:258 msgid "" "Lightmaps are baked on the GPU using compute shaders (much faster compared " "to CPU lightmapping). Baking can only be performed from the editor, not in " "exported projects." msgstr "" "LIchtmaps worden gebakken op de GPU met compute shaders (veel sneller " "vergeleken met CPU-lichtmappen). Bakken kan alleen worden uitgevoerd vanuit " "de editor, niet in geëxporteerde projecten." #: ../../docs/about/list_of_features.rst:261 msgid "" "Supports GPU-based :ref:`denoising ` with " "JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" "Ondersteund GPU-gebaseerde :ref:`denoising " "` met JNLM, of CPU/GPU-gebaseerde denoising " "met OIDN." #: ../../docs/about/list_of_features.rst:264 #, fuzzy msgid "" ":ref:`Voxel-based GI probes `. Supports dynamic lights " "*and* dynamic occluders, while also supporting reflections. Requires a fast " "baking step which can be performed in the editor or at runtime (including " "from an exported project)." msgstr "" ":ref:`Voxel-gebaseerde GI probes `. Ondersteunt " "dynamische lichten *en* dynamic occluders, naast ondersteuning van " "reflecties. Vereist een snelle baking-stap die kan worden uitgevoerd in de " "editor of tijdens runtime (inclusief vanuit een geëxporteerd project)." #: ../../docs/about/list_of_features.rst:268 msgid "" ":ref:`Signed-distance field GI ` designed for large open " "worlds. Supports dynamic lights, but not dynamic occluders. Supports " "reflections. No baking required." msgstr "" ":ref:`Signed-distance field GI ` ontworpen voor grote open " "werelden. Ondersteunt dynamische lichten, maar geen dynamische occluders. " "Ondersteunt reflecties. Geen bakken vereist." #: ../../docs/about/list_of_features.rst:271 msgid "" ":ref:`Screen-space indirect lighting (SSIL) " "` at half or full resolution. " "Fully real-time and supports any kind of emissive light source (including " "decals)." msgstr "" ":ref:`Screen-space indirect lighting (SSIL) " "` op halve of volledige resolutie. " "Volledig real-time en ondersteunt iedere soort lichtbron (inclusief decals)." #: ../../docs/about/list_of_features.rst:274 msgid "" "VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half " "resolution to improve performance (while still having functional MSAA " "support)." msgstr "" "VoxelGI en SDFGI gebruiken een uitgestelde doorloop om het renderen van GI " "op halve resolutie mogelijk te maken, wat de prestatie verbetert (met " "tegelijkertijd nog functionele MSAA-ondersteuning)." #: ../../docs/about/list_of_features.rst:277 msgid "**Reflections:**" msgstr "**Weerkaatsing:**" #: ../../docs/about/list_of_features.rst:279 msgid "" "Voxel-based reflections (when using GI probes) and SDF-based reflections " "(when using signed distance field GI). Voxel-based reflections are visible " "on transparent surfaces, while rough SDF-based reflections are visible on " "transparent surfaces." msgstr "" "Voxel-gebaseerde spiegelingen (bij het gebruik van GI-probes) en SDF-" "gebaseerde spiegelingen (bij het gebruik van signed distance field GI). " "Voxel-gebaseerde spiegelingen zijn zichtbaar op transparante oppervlakken, " "terwijl grove SDF-gebaseerde spiegelingen zichtbaar zijn op transparante " "oppervlakken." #: ../../docs/about/list_of_features.rst:283 msgid "" "Fast baked reflections or slow real-time reflections using ReflectionProbe. " "Parallax box correction can optionally be enabled." msgstr "" "Snelle gebakken spiegelingen op langzame real-time spiegelingen met " "ReflectionProbe. Parallax-correctie kan eventueel worden aangezet." #: ../../docs/about/list_of_features.rst:285 msgid "Screen-space reflections with support for material roughness." msgstr "Screen-space spiegelingen met ondersteuning voor materiaal-grofheid." #: ../../docs/about/list_of_features.rst:286 msgid "" "Reflection techniques can be mixed together for greater accuracy or " "scalability." msgstr "" "Spiegelingstechnieken kunnen gecombineerd voor betere accuraatheid of " "schaalbaarheid." #: ../../docs/about/list_of_features.rst:287 #, fuzzy msgid "" "When using the Forward+ renderer (default on desktop), reflection probes are " "rendered with clustered forward optimizations to decrease their individual " "cost. Clustered rendering also lifts any limits on the number of reflection " "probes that can be used on a mesh." msgstr "" "Bij het gebruik van de Forward+-backend (standaard op desktop), worden " "reflectieprobes gerenderd met \"clustered forward\"-optimalisaties, om hun " "individuele kosten te verminderen. Geclusterd renderen heft ook alle " "limieten op het aantal reflectie probes op dat kan worden gebruikt in een " "mesh." #: ../../docs/about/list_of_features.rst:290 #, fuzzy msgid "" "When using the Mobile renderer, up to 8 reflection probes can be displayed " "per mesh resource. When using the Compatibility renderer, up to 2 reflection " "probes can be displayed per mesh resource." msgstr "" "Bij het gebruik van de Forward Mobile-backend kunnen maximaal 8 " "reflectieprobes worden weergegeven per mesh-bron." #: ../../docs/about/list_of_features.rst:294 msgid "**Decals:**" msgstr "**Decals:**" #: ../../docs/about/list_of_features.rst:296 msgid "" ":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion " "Roughness Metallic)`, and normal mapping." msgstr "" ":ref:`Ondersteunt albedo `, emissieve, :abbr:`ORM " "(Occlusion Roughness Metallic)`, en normale mapping." #: ../../docs/about/list_of_features.rst:298 msgid "" "Texture channels are smoothly overlaid on top of the underlying material, " "with support for normal/ORM-only decals." msgstr "" "Texture-kanalen worden glad over het onderliggende materiaal gelegd, met " "ondersteuning voor normale of alleen-ORM decals." #: ../../docs/about/list_of_features.rst:300 msgid "" "Support for normal fade to fade the decal depending on its incidence angle." msgstr "" "Ondersteuning voor normale afzwakking om de decal af te zwakken afhankelijk " "van de invalshoek." #: ../../docs/about/list_of_features.rst:301 #, fuzzy msgid "" "Does not rely on runtime mesh generation. This means decals can be used on " "complex skinned meshes with no performance penalty, even if the decal moves " "every frame." msgstr "" "Hangt niet af van mesh-generatie tijdens run-time. Dit betekent dat decals " "kunnen worden gebruikt op complexe meshes zonder gevolgen voor prestatie, " "zelfs als de decal elk frame beweegt." #: ../../docs/about/list_of_features.rst:303 msgid "" "Support for nearest, bilinear, trilinear or anisotropic texture filtering " "(configured globally)." msgstr "" "Ondersteuning voor de dichtsbijzijnde, bilineaire, trilineaire of " "anisotropische texture filtering (globaal ingesteld)." #: ../../docs/about/list_of_features.rst:304 #, fuzzy msgid "" "Optional distance fade system to fade distant decals, improving performance." msgstr "" "Optioneel afstands-afnamesysteem om verre lichten en hun schaduwen af te " "zwakken, wat prestaties verbetert." #: ../../docs/about/list_of_features.rst:305 #, fuzzy msgid "" "When using the Forward+ renderer (default on desktop), decals are rendered " "with clustered forward optimizations to decrease their individual cost. " "Clustered rendering also lifts any limits on the number of decals that can " "be used on a mesh." msgstr "" "Bij het gebruik van de Forward+-backend (standaard op desktop), worden " "decals gerenderd met \"clustered forward\"-optimalisaties, om hun " "individuele kosten te verminderen. Geclusterd renderen heft ook alle " "limieten op het aantal decals op dat kan worden gebruikt in een mesh." #: ../../docs/about/list_of_features.rst:308 #, fuzzy msgid "" "When using the Mobile renderer, up to 8 decals can be displayed per mesh " "resource." msgstr "" "Als de Forward Mobile-backend wordt gebruikt, kunnen maximaal 8 decals " "worden gebruikt per mesh-bron." #: ../../docs/about/list_of_features.rst:311 msgid "**Sky:**" msgstr "**Lucht:**" #: ../../docs/about/list_of_features.rst:313 msgid "Panorama sky (using an HDRI)." msgstr "Panorama-lucht (met een HDRI)." #: ../../docs/about/list_of_features.rst:314 msgid "" "Procedural sky and Physically-based sky that respond to the " "DirectionalLights in the scene." msgstr "" "Procedurele lucht en natuurkundig-gebaseerde lucht die reageerd op de " "DirectionalLights in de scène." #: ../../docs/about/list_of_features.rst:315 msgid "" "Support for :ref:`custom sky shaders `, which can be " "animated." msgstr "" "Ondersteuning voor :ref:`ververklaarde lucht-shaders `, die " "geanimeerd kunnen zijn." #: ../../docs/about/list_of_features.rst:316 msgid "" "The radiance map used for ambient and specular light can be updated in real-" "time depending on the quality settings chosen." msgstr "" "De belichtingsmap die wordt gebruikt voor omgevingslicht en reflectielicht " "kan worden geüpdatet in real-time afhankelijk van de gekozen " "kwaliteitsinstellingen." #: ../../docs/about/list_of_features.rst:319 msgid "**Fog:**" msgstr "**Mist:**" #: ../../docs/about/list_of_features.rst:321 msgid "Exponential depth fog." msgstr "Exponentiële diepte-mist." #: ../../docs/about/list_of_features.rst:322 msgid "Exponential height fog." msgstr "Exponentiële hoogte-mist." #: ../../docs/about/list_of_features.rst:323 msgid "" "Support for automatic fog color depending on the sky color (aerial " "perspective)." msgstr "" "Ondersteuning voor automatische mistkleur afhankelijk van de luchtkleur " "(vogelperspectief)." #: ../../docs/about/list_of_features.rst:324 msgid "Support for sun scattering in the fog." msgstr "Ondersteuning voor zonnestralen door de mist heen." #: ../../docs/about/list_of_features.rst:325 msgid "" "Support for controlling how much fog rendering should affect the sky, with " "separate controls for traditional and volumetric fog." msgstr "" "Ondersteuning voor in hoeverre mist-rendering de lucht moet beïnvloeden, met " "aparte instellingen voor traditionele en volumetrische mist." #: ../../docs/about/list_of_features.rst:327 msgid "Support for making specific materials ignore fog." msgstr "Ondersteuning voor het negeren van mist door specifieke materialen." #: ../../docs/about/list_of_features.rst:329 msgid "**Volumetric fog:**" msgstr "**Volumetrische mist:**" #: ../../docs/about/list_of_features.rst:331 msgid "" "Global :ref:`volumetric fog ` that reacts to lights and " "shadows." msgstr "" "Globale :ref:`volumetric fog ` die reageert op lucht en " "schaduw." #: ../../docs/about/list_of_features.rst:332 msgid "" "Volumetric fog can take indirect light into account when using VoxelGI or " "SDFGI." msgstr "" "Volumetrische mist kan indirect licht meenemen bij het gebruik van VoxelGI " "of SDFGI." #: ../../docs/about/list_of_features.rst:333 msgid "" "Fog volume nodes that can be placed to add fog to specific areas (or remove " "fog from specific areas). Supported shapes include box, ellipse, cone, " "cylinder, and 3D texture-based density maps." msgstr "" "Mistvolumeknopen die kunnen worden geplaatst om mist op specifieke gebieden " "toe te voegen (of om mist weg te halen uit specifieke gebieden). " "Ondersteunde vormen zijn onder andere doos, kegel, cilinder, en 3D texture-" "gebaseerde dichtheidskaarten." #: ../../docs/about/list_of_features.rst:335 msgid "Each fog volume can have its own custom shader." msgstr "Ieder mistvolume kan zijn eigen zelfgedefiniëerde shader hebben." #: ../../docs/about/list_of_features.rst:336 msgid "Can be used together with traditional fog." msgstr "Kan worden gebruikt in combinatie met traditionele mist." #: ../../docs/about/list_of_features.rst:338 msgid "**Particles:**" msgstr "**Partikels:**" #: ../../docs/about/list_of_features.rst:340 msgid "" "GPU-based particles with support for subemitters (2D + 3D), trails (2D + " "3D), attractors (3D only) and collision (2D + 3D)." msgstr "" "GPU-gebaseerde partikels met ondersteuning voor sub-emitters (2D + 3D), " "sporen (2D + 3D), aantrekkers (alleen 3D) en botsing (2D + 3D)." #: ../../docs/about/list_of_features.rst:343 msgid "" "3D particle attractor shapes supported: box, sphere and 3D vector fields." msgstr "" "3D deeltjes-aantrekkervormen die worden ondersteund: doos, bol, en 3D " "vectorvelden." #: ../../docs/about/list_of_features.rst:344 msgid "" "3D particle collision shapes supported: box, sphere, baked signed distance " "field and real-time heightmap (suited for open world weather effects)." msgstr "" "3D deeltjesbotsingsvormen die worden ondersteund: doos, bol, gebakken signed " "distance field en real-time hoogtekaart (geschikt voor weereffecten in open " "werelden)." #: ../../docs/about/list_of_features.rst:346 msgid "" "2D particle collision is handled using a signed distance field generated in " "real-time based on :ref:`class_LightOccluder2D` nodes in the scene." msgstr "" "2D deeltjesbotsing wordt verwerkt met een signed distance field die wordt " "gegenereerd in real-time gebaseerd op :ref:`class_LightOccluder2D` knopen in " "de scène." #: ../../docs/about/list_of_features.rst:348 msgid "" "Trails can use the built-in ribbon trail and tube trail meshes, or custom " "meshes with skeletons." msgstr "" "Sporen kunnen de ingebouwde lintspoor- en buisspoor-meshes gebruiken, of " "zelf-gedefiniëerde meshes met skeletten." #: ../../docs/about/list_of_features.rst:350 msgid "Support for custom particle shaders with manual emission." msgstr "" "Ondersteuning voor zelfgedefiniëerde deeltjesshaders met handmatig " "ingestelde emissie." #: ../../docs/about/list_of_features.rst:354 msgid "**Post-processing:**" msgstr "**Nabewerking:**" #: ../../docs/about/list_of_features.rst:356 #, fuzzy msgid "Tonemapping (Linear, Reinhard, Filmic, ACES, AgX)." msgstr "Tonemapping (Lineair, Reinhard, Filmisch, ACES)." #: ../../docs/about/list_of_features.rst:357 msgid "" "Automatic exposure adjustments based on viewport brightness (and manual " "exposure override)." msgstr "" "Automatische belichtingsaanpassingen gebaseerd op de helderheid van het " "venster (en handmatige belichtingscorrectie)." #: ../../docs/about/list_of_features.rst:358 msgid "" "Near and far depth of field with adjustable bokeh simulation (box, hexagon, " "circle)." msgstr "" "Nabij en veraf scherptediepte met instelbare bokeh-simulatie (rechthoek, " "zeshoek, circel)." #: ../../docs/about/list_of_features.rst:359 msgid "Screen-space ambient occlusion (SSAO) at half or full resolution." msgstr "Screen-space ambient occlusion (SSAO) op halve of volledige resolutie." #: ../../docs/about/list_of_features.rst:360 msgid "" "Glow/bloom with optional bicubic upscaling and several blend modes " "available: Screen, Soft Light, Add, Replace, Mix." msgstr "" "Glow/bloom met optionele bikubische opschaling en verschillende blend-modi " "beschikbaar: Bleken, Zacht Licht, Toevoegen, Vervangen, Mix." #: ../../docs/about/list_of_features.rst:362 msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." msgstr "" "Glow kan een gekleurde dirt map-texture hebben, die dient als een effect van " "vuil op de lens." #: ../../docs/about/list_of_features.rst:363 msgid "" "Glow can be :ref:`used as a screen-space blur effect " "`." msgstr "" "Glow kan worden :ref:`gebruikt als een screen-space vervagingseffect " "`." #: ../../docs/about/list_of_features.rst:364 msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." msgstr "Kleurcorrectie met een één-dimensionale helling of een 3D LUT-texture." #: ../../docs/about/list_of_features.rst:365 msgid "Roughness limiter to reduce the impact of specular aliasing." msgstr "Ruwheidsbegrenzer om de impact van speculaire aliasing te verminderen." #: ../../docs/about/list_of_features.rst:366 msgid "Brightness, contrast and saturation adjustments." msgstr "Helderheids-, contrast-, en verzadigingsaanpassingen." #: ../../docs/about/list_of_features.rst:368 msgid "**Texture filtering:**" msgstr "**Texture-filtering:**" #: ../../docs/about/list_of_features.rst:370 msgid "Nearest, bilinear, trilinear or anisotropic filtering." msgstr "Naaste buur, bilineaire, trilineaire, of anisotropische filtering." #: ../../docs/about/list_of_features.rst:371 msgid "" "Filtering options are defined on a per-use basis, not a per-texture basis." msgstr "Filteropties zijn gedefinieerd per gebruik ervan, niet per texture." #: ../../docs/about/list_of_features.rst:373 msgid "**Texture compression:**" msgstr "**Texture-compressie:**" #: ../../docs/about/list_of_features.rst:375 msgid "Basis Universal (slow, but results in smaller files)." msgstr "Basis Universal (langzaam, maar zorgt voor kleinere bestanden)." #: ../../docs/about/list_of_features.rst:376 msgid "BPTC for high-quality compression (not supported on macOS)." msgstr "BPTC voor hoge kwaliteit compressie (niet ondersteund op macOS)." #: ../../docs/about/list_of_features.rst:377 msgid "ETC2 (not supported on macOS)." msgstr "ETC2 (niet ondersteund op macOS)." #: ../../docs/about/list_of_features.rst:378 msgid "S3TC (not supported on mobile/Web platforms)." msgstr "S3TC (niet ondersteund op mobiele/web platforms)." #: ../../docs/about/list_of_features.rst:380 #, fuzzy msgid "**Antialiasing:**" msgstr "**Anti-alias:**" #: ../../docs/about/list_of_features.rst:382 msgid "Temporal :ref:`antialiasing ` (TAA)." msgstr "Temporal :ref:`antialiasing ` (TAA)." #: ../../docs/about/list_of_features.rst:383 msgid "" "AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing " "` (FSR2), which can be used at native resolution as a " "form of high-quality temporal antialiasing." msgstr "" "AMD FidelityFX Super Resolution 2.2 :ref:`anti-aliassen " "` (FSR2), dat kan worden gebruikt op de eigen resolutie " "als een vorm van hoge kwaliteit temporal anti-alias." #: ../../docs/about/list_of_features.rst:385 msgid "" "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` " "and :ref:`doc_3d_antialiasing`." msgstr "" "Multi-sample antialiasing (MSAA), voor zowel :ref:`doc_2d_antialiasing` " "als :ref:`doc_3d_antialiasing`." #: ../../docs/about/list_of_features.rst:386 msgid "Fast approximate antialiasing (FXAA)." msgstr "Snel ingeschatte antialiasing (FXAA)." #: ../../docs/about/list_of_features.rst:387 msgid "" "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " "resolution scale above 1.0." msgstr "" "Super-sample anti-aliasing (SSAA) met bilineaire 3D-schaling en een 3D " "resolutieschaal boven 1.0." #: ../../docs/about/list_of_features.rst:388 msgid "" "Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" "material basis." msgstr "" "Alpha anti-aliassen, MSAA alpha-to-coverage en alpha-hashing op basis van " "het materiaal." #: ../../docs/about/list_of_features.rst:390 msgid "**Resolution scaling:**" msgstr "**Resolutie schaling:**" #: ../../docs/about/list_of_features.rst:392 msgid "" "Support for :ref:`rendering 3D at a lower resolution " "` while keeping 2D rendering at the original scale. " "This can be used to improve performance on low-end systems or improve " "visuals on high-end systems." msgstr "" "Ondersteuning voor :ref:`het renderen van 3D op een lagere resolutie " "` terwijl 2D wordt gerenderd op de originele schaal. " "Dit kan worden gebruikt om prestaties te verbeteren op low-end systemen of " "om de visuele kwaliteit te verbeteren op high-end systemen." #: ../../docs/about/list_of_features.rst:395 msgid "" "Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution " "1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." msgstr "" "Resolutieschaling gebruikt bilineaire filtering, AMD FidelityFX Super " "Resolution 1.0 (FSR1), of AMD FidelityFX Super Resolution 2.2 (FSR2)." #: ../../docs/about/list_of_features.rst:397 msgid "" "Texture mipmap LOD bias is adjusted automatically to improve quality at " "lower resolution scales. It can also be modified with a manual offset." msgstr "" "Het LOD bias van texture mipmaps wordt automatisch aangepast om de kwaliteit " "bij lagere resolutieschalen te verbeteren. Het kan ook worden aangepast met " "een handmatige waarde." #: ../../docs/about/list_of_features.rst:400 msgid "" "Most effects listed above can be adjusted for better performance or to " "further improve quality. This can be helpful when :ref:`using Godot for " "offline rendering `." msgstr "" "De meeste effecten die hierboven genoemd zijn kunnen worden aangepast voor " "beste prestaties of om de kwaliteit verder te verbeteren. Dit kan nuttig " "zijn bij het :ref:`gebruik van Gdoto voor offline-renderen " "`." #: ../../docs/about/list_of_features.rst:405 msgid "3D tools" msgstr "3D hulpmiddelen" #: ../../docs/about/list_of_features.rst:407 msgid "" "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, " "torus, ribbon, tube." msgstr "" "Ingebouwde meshes: kubus, cilinder/kegel, (half-)bol, prisma, vlak, quad, " "torus, lint, buis." #: ../../docs/about/list_of_features.rst:408 msgid ":ref:`GridMaps ` for 3D tile-based level design." msgstr "" ":ref:`GridMaps ` voor 3D tegel-gebaseerd levelontwerp." #: ../../docs/about/list_of_features.rst:409 msgid "" ":ref:`Constructive solid geometry ` (intended for " "prototyping)." msgstr "" ":ref:`Constructieve vastelichaamsgeometrie ` (bedoeld voor " "prototypen)." #: ../../docs/about/list_of_features.rst:410 msgid "" "Tools for :ref:`procedural geometry generation `." msgstr "" "Tools voor :ref:`geleidelijke geometrie generatie `." #: ../../docs/about/list_of_features.rst:411 msgid "Path3D node to represent a path in 3D space." msgstr "Path3D-knoop om een pad in 3D-ruimte voor te stellen." #: ../../docs/about/list_of_features.rst:414 msgid "PathFollow3D node to make nodes follow a Path3D." msgstr "PathFollow3D-knoop om knopen een Path3D te laten volgen." #: ../../docs/about/list_of_features.rst:416 msgid ":ref:`3D geometry helper class `." msgstr ":ref:`3D geometrie hulp klasse `." #: ../../docs/about/list_of_features.rst:417 #, fuzzy msgid "" "Support for exporting the current scene as a glTF 2.0 file, both from the " "editor and at runtime from an exported project." msgstr "" "Ondersteuning voor het exporteren van de huidige scène als een glTF 2.0-" "bestand, zowel vanuit de editor als tijdens de runtime van een geëxporteerd " "project." #: ../../docs/about/list_of_features.rst:421 msgid "3D physics" msgstr "3D fysica" #: ../../docs/about/list_of_features.rst:429 msgid "Vehicle bodies (intended for arcade physics, not simulation)." msgstr "" "Voertuiglichamen (bedoeld voor arcade-natuurkunde, niet voor simulatie)." #: ../../docs/about/list_of_features.rst:431 msgid "Soft bodies." msgstr "Zachte lichamen." #: ../../docs/about/list_of_features.rst:432 msgid "Ragdolls." msgstr "Ragdolls (lappenpoppen)." #: ../../docs/about/list_of_features.rst:437 msgid "" "Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " "plane)." msgstr "" "Ingebouwde vormen: balk, bol, capsule, cilinder, wereldgrens (oneindig vlak)." #: ../../docs/about/list_of_features.rst:438 msgid "Generate triangle collision shapes for any mesh from the editor." msgstr "Genereer driehoekige botsingsvormen voor ieder mesh vanuit de editor." #: ../../docs/about/list_of_features.rst:439 msgid "" "Generate one or several convex collision shapes for any mesh from the editor." msgstr "" "Genereer een of meerdere convexe botsingsvormen voor ieder mesh vanuit de " "editor." #: ../../docs/about/list_of_features.rst:442 #: ../../docs/about/docs_changelog.rst:91 #: ../../docs/about/docs_changelog.rst:244 #: ../../docs/about/docs_changelog.rst:349 #: ../../docs/tutorials/shaders/index.rst:4 msgid "Shaders" msgstr "Shaders" #: ../../docs/about/list_of_features.rst:444 msgid "*2D:* Custom vertex, fragment, and light shaders." msgstr "*2D:* Zelfverklaarde hoekpunt-, fragment- en licht-shaders." #: ../../docs/about/list_of_features.rst:445 msgid "*3D:* Custom vertex, fragment, light, and sky shaders." msgstr "*3D:* Zelfverklaarde hoekpunt-, fragment-, licht-, en lucht-shaders." #: ../../docs/about/list_of_features.rst:446 msgid "" "Text-based shaders using a :ref:`shader language inspired by GLSL " "`." msgstr "" "Tekst-gebaseerde shaders door gebruik van een :ref:`shader taal geïnspieerd " "door GLSL `." #: ../../docs/about/list_of_features.rst:447 msgid "Visual shader editor." msgstr "Visuele shader bewerker." #: ../../docs/about/list_of_features.rst:449 msgid "Support for visual shader plugins." msgstr "Ondersteuning voor visuele shader plugins." #: ../../docs/about/list_of_features.rst:452 #: ../../docs/about/docs_changelog.rst:38 #: ../../docs/about/docs_changelog.rst:236 #: ../../docs/about/docs_changelog.rst:354 #: ../../docs/about/docs_changelog.rst:460 #: ../../docs/tutorials/scripting/index.rst:4 msgid "Scripting" msgstr "Scripting" #: ../../docs/about/list_of_features.rst:454 msgid "**General:**" msgstr "**Algemeen:**" #: ../../docs/about/list_of_features.rst:456 msgid "Object-oriented design pattern with scripts extending nodes." msgstr "" "Object-geörienteerd ontwerppatroon met scripts om knopen uit te breiden." #: ../../docs/about/list_of_features.rst:457 msgid "Signals and groups for communicating between scripts." msgstr "Signalen en groepen voor communicatie tussen scripts." #: ../../docs/about/list_of_features.rst:458 msgid "" "Support for :ref:`cross-language scripting `." msgstr "" "Ondersteuning voor :ref:`scripts in meerdere talen " "`." #: ../../docs/about/list_of_features.rst:459 msgid "" "Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." msgstr "" "Veel datatypes voor 2D, 3D en 4D lineaire algebra, zoals vectoren en " "transformaties." #: ../../docs/about/list_of_features.rst:461 #, fuzzy msgid ":ref:`GDScript: `" msgstr ":ref:`Interpolatie `" #: ../../docs/about/list_of_features.rst:463 #, fuzzy msgid "" ":ref:`High-level interpreted language ` " "with :ref:`optional static typing `." msgstr "" ":ref:`High-level vertolkte taal ` met :ref:`optionele " "statische typering `." #: ../../docs/about/list_of_features.rst:465 msgid "" "Syntax inspired by Python. However, GDScript is **not** based on Python." msgstr "" "Syntax geïnspireerd door Python. GDScripts is echter **niet** gebaseerd op " "Python." #: ../../docs/about/list_of_features.rst:466 msgid "Syntax highlighting is provided on GitHub." msgstr "Syntax-markering is beschikbaar op GitHub." #: ../../docs/about/list_of_features.rst:467 msgid "" ":ref:`Use threads ` to perform asynchronous " "actions or make use of multiple processor cores." msgstr "" ":ref:`Gebruik threads ` om asynchrone acties uit " "te voeren of gebruik te maken van meerdere processor-cores." #: ../../docs/about/list_of_features.rst:470 #, fuzzy msgid ":ref:`C#: `" msgstr ":ref:`doc_c_sharp_variant`" #: ../../docs/about/list_of_features.rst:472 msgid "Packaged in a separate binary to keep file sizes and dependencies down." msgstr "" "Geleverd in een apart binair bestand om bestandsgroottes en afhankelijkheden " "te beperken." #: ../../docs/about/list_of_features.rst:473 msgid "Supports .NET 8 and higher." msgstr "Ondersteunt .NET 8 en hoger." #: ../../docs/about/list_of_features.rst:475 msgid "Full support for the C# 12.0 syntax and features." msgstr "Volledige ondersteuning voor de C# 12.0 syntax en functionaliteiten." #: ../../docs/about/list_of_features.rst:477 msgid "" "Supports Windows, Linux, and macOS. Since Godot 4.2, experimental support " "for Android and iOS is also available." msgstr "" "Ondersteunt Windows, Linux, en macOS. Vanaf Godot 4.2 is er ook " "experimentele support voor Android en iOS beschikbaar." #: ../../docs/about/list_of_features.rst:479 msgid "On the iOS platform only some architectures are supported: ``arm64``." msgstr "" "Op het iOS-platform zijn maar sommige architecturen ondersteund: ``arm64``." #: ../../docs/about/list_of_features.rst:480 msgid "" "The web platform is currently unsupported. To use C# on that platform, " "consider Godot 3 instead." msgstr "" "Het web-platform wordt momenteel niet ondersteund. Om C# op dit platform te " "gebruiken, kunt u overwegen om Godot 3 te gebruiken." #: ../../docs/about/list_of_features.rst:483 msgid "" "Using an external editor is recommended to benefit from IDE functionality." msgstr "" "Het gebruik van een externe editor is aangeraden om het voordeel van de IDE-" "functionaliteit te hebben." #: ../../docs/about/list_of_features.rst:485 msgid "**GDExtension (C, C++, Rust, D, ...):**" msgstr "**GDExtension (C, C++, Rust, D, ...):**" #: ../../docs/about/list_of_features.rst:487 msgid "" "When you need it, link to native libraries for higher performance and third-" "party integrations." msgstr "" "Als je het nodig hebt, kun je verbinden met ingebouwde bibliotheken voor " "hogere prestatie en integraties met werk van derden." #: ../../docs/about/list_of_features.rst:489 msgid "" "For scripting game logic, GDScript or C# are recommended if their " "performance is suitable." msgstr "" "Voor het scripten van game-logica zijn GDScript of C# aangeraden als hun " "prestaties geschikt zijn." #: ../../docs/about/list_of_features.rst:492 msgid "" "Official GDExtension bindings for `C `__ and `C++ `__." msgstr "" "Officiële GDExtension-bindings voor `C `__ en `C++ `__." #: ../../docs/about/list_of_features.rst:495 msgid "Use any build system and language features you wish." msgstr "Gebruik het build-systeem en de taal-eigenschappen die u wilt." #: ../../docs/about/list_of_features.rst:497 #, fuzzy msgid "" "Actively developed GDExtension bindings for `D `__, `Swift `__, and `Rust `__ " "bindings provided by the community. (Some of these bindings may be " "experimental and not production-ready)." msgstr "" "Er wordt actief ontwikkeld aan GDExtension-bindings voor `D `__, `Haxe `__, `Swift `__, en `Rust " "`__ door de gemeenschap. (Sommige " "van deze bindings kunnen experimenteel zijn en niet klaar voor productie)." #: ../../docs/about/list_of_features.rst:502 #: ../../docs/about/docs_changelog.rst:381 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:150 #: ../../docs/tutorials/audio/index.rst:6 #: ../../docs/tutorials/export/exporting_for_web.rst:275 msgid "Audio" msgstr "Audio" #: ../../docs/about/list_of_features.rst:506 msgid "Mono, stereo, 5.1 and 7.1 output." msgstr "Mono, stereo, 5.1 en 7.1 uitvoer." #: ../../docs/about/list_of_features.rst:507 msgid "Non-positional and positional playback in 2D and 3D." msgstr "Non-positionele en positionele afspeling in 2D en 3D." #: ../../docs/about/list_of_features.rst:509 msgid "Optional Doppler effect in 2D and 3D." msgstr "Optioneel Doppler-effect in 2D en 3D." #: ../../docs/about/list_of_features.rst:511 msgid "" "Support for re-routable :ref:`audio buses ` and effects " "with dozens of effects included." msgstr "" "Ondersteuning voor re-routable :ref:`geluidsbussen ` en " "effecten, met tientallen ingebouwde effecten." #: ../../docs/about/list_of_features.rst:513 msgid "" "Support for polyphony (playing several sounds from a single " "AudioStreamPlayer node)." msgstr "" "Ondersteuning voor polyfonie (het afspelen van meerdere geluiden vanaf één " "AudioStreamPlayer-knoop)." #: ../../docs/about/list_of_features.rst:514 msgid "Support for random volume and pitch." msgstr "Ondersteuning voor willekeurig volume en toonhoogte." #: ../../docs/about/list_of_features.rst:515 msgid "Support for real-time pitch scaling." msgstr "Ondersteuning voor real-time toonhoogte opschaling." #: ../../docs/about/list_of_features.rst:516 msgid "" "Support for sequential/random sample selection, including repetition " "prevention when using random sample selection." msgstr "" "Ondersteuning voor opeenvolgende/willekeurige steekproefselectie, inclusief " "het voorkomen van herhaling wanneer een willekeurige steekproef wordt " "gemaakt." #: ../../docs/about/list_of_features.rst:518 msgid "" "Listener2D and Listener3D nodes to listen from a position different than the " "camera." msgstr "" "Listener2D- en Listener3D-knopen om vanaf een andere positie dan de camera " "te luisteren." #: ../../docs/about/list_of_features.rst:519 msgid "" "Support for :ref:`procedural audio generation `." msgstr "" "Ondersteuning voor :ref:`geleidelijke audio generatie " "`." #: ../../docs/about/list_of_features.rst:520 msgid "Audio input to record microphones." msgstr "Audio-invoer om microfoons op te nemen." #: ../../docs/about/list_of_features.rst:521 msgid "MIDI input." msgstr "MIDI invoer." #: ../../docs/about/list_of_features.rst:523 msgid "No support for MIDI output yet." msgstr "Nog geen ondersteuning voor MIDI-uitvoer." #: ../../docs/about/list_of_features.rst:525 msgid "**APIs used:**" msgstr "**Gebruikte APIs:**" #: ../../docs/about/list_of_features.rst:527 msgid "*Windows:* WASAPI." msgstr "*Windows:* WASAPI." #: ../../docs/about/list_of_features.rst:528 msgid "*macOS:* CoreAudio." msgstr "*macOS:* CoreAudio." #: ../../docs/about/list_of_features.rst:529 msgid "*Linux:* PulseAudio or ALSA." msgstr "*Linux:* PulseAudio of ALSA." #: ../../docs/about/list_of_features.rst:532 msgid "Import" msgstr "Importeren" #: ../../docs/about/list_of_features.rst:534 msgid "Support for :ref:`custom import plugins `." msgstr "" "Ondersteuning voor :ref:`eigen importeer-plugins `." #: ../../docs/about/list_of_features.rst:536 msgid "**Formats:**" msgstr "**Formaten:**" #: ../../docs/about/list_of_features.rst:538 msgid "*Images:* See :ref:`doc_importing_images`." msgstr "*Afbeeldingen:* Bekijk :ref:`doc_importing_images`." #: ../../docs/about/list_of_features.rst:539 msgid "*Audio:*" msgstr "*Audio:*" #: ../../docs/about/list_of_features.rst:541 msgid "WAV with optional IMA-ADPCM compression." msgstr "WAV met optionele IMA-ADPCM-compressie." #: ../../docs/about/list_of_features.rst:542 msgid "Ogg Vorbis." msgstr "Ogg Vorbis." #: ../../docs/about/list_of_features.rst:543 msgid "MP3." msgstr "MP3." #: ../../docs/about/list_of_features.rst:545 msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." msgstr "*3D scènes:* Zie :ref:`doc_importing_3d_scenes`." #: ../../docs/about/list_of_features.rst:547 msgid "glTF 2.0 *(recommended)*." msgstr "glTF 2.0 *(aanbevolen)*." #: ../../docs/about/list_of_features.rst:548 msgid "" "``.blend`` (by calling Blender's glTF export functionality transparently)." msgstr "" "``.blend`` (door het transparant aanroepen van Blenders glTF-" "exporteerfunctionaliteit)." #: ../../docs/about/list_of_features.rst:549 msgid "" "FBX (by calling `FBX2glTF `__ " "transparently)." msgstr "" "FBX (door het transparant aanroepen van`FBX2glTF `__)." #: ../../docs/about/list_of_features.rst:550 msgid "Collada (.dae)." msgstr "Collada (.dae)." #: ../../docs/about/list_of_features.rst:551 msgid "" "Wavefront OBJ (static scenes only, can be loaded directly as a mesh or " "imported as a 3D scene)." msgstr "" "Wavefront OBJ (alleen statische scènes, kan direct als een mesh worden " "geladen of worden geïmporteerd als een 3D scène)." #: ../../docs/about/list_of_features.rst:553 #, fuzzy msgid "" "Support for loading glTF 2.0 scenes at runtime, including from an exported " "project." msgstr "" "Ondersteuning voor het laden van glTF 2.0-scènes tijdens run-time, ook uit " "een geëxporteerd project." #: ../../docs/about/list_of_features.rst:554 msgid "" "3D meshes use `Mikktspace `__ to generate " "tangents on import, which ensures consistency with other 3D applications " "such as Blender." msgstr "" "3D meshes gebruikt`Mikktspace `__ om tangenten " "te genereren bij het importeren, wat zoirgt voor consistentie met andere 3D-" "applicaties zoals Blender." #: ../../docs/about/list_of_features.rst:558 #: ../../docs/about/docs_changelog.rst:326 #: ../../docs/tutorials/rendering/viewports.rst:38 #: ../../docs/tutorials/ui/custom_gui_controls.rst:114 msgid "Input" msgstr "Invoer" #: ../../docs/about/list_of_features.rst:560 msgid "" ":ref:`Input mapping system ` using hardcoded input " "events or remappable input actions." msgstr "" ":ref:`Input toewijzingssysteem ` met gehard-codede " "inputgebeurtenissen of hertoewijsbare inputacties." #: ../../docs/about/list_of_features.rst:563 msgid "" "Axis values can be mapped to two different actions with a configurable " "deadzone." msgstr "" "Aswaarden kunnen worden geprojecteerd naar twee verschillende acties met een " "instelbare dode zone." #: ../../docs/about/list_of_features.rst:564 msgid "Use the same code to support both keyboards and gamepads." msgstr "" "Gebruik dezelfde code om zowel toetsenborde als gamepads te ondersteunen." #: ../../docs/about/list_of_features.rst:566 msgid "Keyboard input." msgstr "Toetsenbord invoer." #: ../../docs/about/list_of_features.rst:568 msgid "" "Keys can be mapped in \"physical\" mode to be independent of the keyboard " "layout." msgstr "" "Toetsen kunnen worden geprojecteerd in \"fysieke\" modus, zodat ze " "onafhankelijk van de toetsenbordindeling zijn." #: ../../docs/about/list_of_features.rst:570 msgid "Mouse input." msgstr "Muisinvoer." #: ../../docs/about/list_of_features.rst:572 msgid "" "The mouse cursor can be visible, hidden, captured or confined within the " "window." msgstr "" "De muiscursor kan zichtbaar, verborgen, opgenomen, of begrenst binnnen het " "venster zijn." #: ../../docs/about/list_of_features.rst:573 msgid "" "When captured, raw input will be used on Windows and Linux to sidestep the " "OS' mouse acceleration settings." msgstr "" "Wanneer het wordt opgenomen, word de rauw input gebruikt op Windows en Linux " "om de muisacceleratieinstellingen van het besturingssysteem te omzeilen." #: ../../docs/about/list_of_features.rst:576 msgid "Gamepad input (up to 8 simultaneous controllers)." msgstr "Gamepad-invoer (maximaal 8 gelijktijdige controllers)." #: ../../docs/about/list_of_features.rst:577 msgid "Pen/tablet input with pressure support." msgstr "Pen/tablet-invoer met druk-ondersteuning." #: ../../docs/about/list_of_features.rst:580 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:136 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:160 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.4.rst:140 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.5.rst:257 #: ../../docs/tutorials/2d/using_tilemaps.rst:78 #: ../../docs/tutorials/navigation/index.rst:4 msgid "Navigation" msgstr "Navigatie" #: ../../docs/about/list_of_features.rst:582 msgid "" "A* algorithm in :ref:`2D ` and :ref:`3D `." msgstr "" "A*-algoritme in :ref:`2D ` en :ref:`3D `." #: ../../docs/about/list_of_features.rst:583 msgid "" "Navigation meshes with dynamic obstacle avoidance in :ref:`2D " "` and :ref:`3D `." msgstr "" "Navigatiemeshes met dynamische obstakel-vermijding in :ref:`2D " "` en :ref:`3D `." #: ../../docs/about/list_of_features.rst:585 #, fuzzy msgid "" "Generate navigation meshes from the editor or at runtime (including from an " "exported project)." msgstr "" "Genereer navigatiemeshes vanuit de editor of tijdens run-time (inclusief " "vanuit een geëxporteerd project)." #: ../../docs/about/list_of_features.rst:588 #: ../../docs/about/docs_changelog.rst:413 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:166 #: ../../docs/tutorials/export/exporting_for_web.rst:301 #: ../../docs/tutorials/networking/index.rst:5 msgid "Networking" msgstr "Networking" #: ../../docs/about/list_of_features.rst:590 msgid "" "Low-level TCP networking using :ref:`class_StreamPeer` " "and :ref:`class_TCPServer`." msgstr "" "Low-level TCP-netwerken met :ref:`class_StreamPeer` " "en :ref:`class_TCPServer`." #: ../../docs/about/list_of_features.rst:591 msgid "" "Low-level UDP networking using :ref:`class_PacketPeer` " "and :ref:`class_UDPServer`." msgstr "" "Low-level UDP-netwerken met :ref:`class_PacketPeer` " "en :ref:`class_UDPServer`." #: ../../docs/about/list_of_features.rst:592 msgid "Low-level HTTP requests using :ref:`class_HTTPClient`." msgstr "Low-level HTTP-requests met :ref:`class_HTTPClient`." #: ../../docs/about/list_of_features.rst:593 msgid "High-level HTTP requests using :ref:`class_HTTPRequest`." msgstr "High-level HTTP-requests met :ref:`class_HTTPRequest`." #: ../../docs/about/list_of_features.rst:595 msgid "Supports HTTPS out of the box using bundled certificates." msgstr "Ondersteund standaard HTTPS met gebundelde certificaten." #: ../../docs/about/list_of_features.rst:597 msgid "" ":ref:`High-level multiplayer ` API using UDP and " "ENet." msgstr "" ":ref:`High-level multiplayer ` API met UDP en " "ENet." #: ../../docs/about/list_of_features.rst:599 msgid "Automatic replication using remote procedure calls (RPCs)." msgstr "Automatische replicatie met remote procedure calls (RPCs)." #: ../../docs/about/list_of_features.rst:600 msgid "Supports unreliable, reliable and ordered transfers." msgstr "Ondersteund onbetrouwbare, betrouwbare, en aangevraagde transfers." #: ../../docs/about/list_of_features.rst:602 msgid "" ":ref:`WebSocket ` client and server, available on all " "platforms." msgstr "" ":ref:`WebSocket ` client en server, beschikbaar op alle " "platformen." #: ../../docs/about/list_of_features.rst:603 msgid "" ":ref:`WebRTC ` client and server, available on all platforms." msgstr "" ":ref:`WebRTC ` client en server, beschikbaar op alle platformen." #: ../../docs/about/list_of_features.rst:604 msgid "" "Support for :ref:`UPnP ` to sidestep the requirement to forward " "ports when hosting a server behind a NAT." msgstr "" "Ondersteuning voor :ref:`UPnP `om de eis om poorten de forwarden " "bij het hosten van een server achter een NAT te omzeilen." #: ../../docs/about/list_of_features.rst:608 #: ../../docs/about/docs_changelog.rst:398 #: ../../docs/tutorials/i18n/index.rst:4 msgid "Internationalization" msgstr "Internationalisering" #: ../../docs/about/list_of_features.rst:610 msgid "Full support for Unicode including emoji." msgstr "Volledige ondersteuning voor Unicode, inclusief emoji." #: ../../docs/about/list_of_features.rst:611 msgid "" "Store localization strings using :ref:`CSV ` " "or :ref:`gettext `." msgstr "" "Sla localisatieletterreeksen op als :ref:`CSV " "` of :ref:`gettext " "`." #: ../../docs/about/list_of_features.rst:614 msgid "Support for generating gettext POT and PO files from the editor." msgstr "" "Ondersteuning om gettext POT- en PO-bestanden te genereren vanuit de editor." #: ../../docs/about/list_of_features.rst:616 msgid "" "Use localized strings in your project automatically in GUI elements or by " "using the ``tr()`` function." msgstr "" "Gebruik automatisch gelokaliseerde letterreeksen in je project, in GUI-" "elementen of met de ``tr()`` functie." #: ../../docs/about/list_of_features.rst:618 msgid "" "Support for pluralization and translation contexts when using gettext " "translations." msgstr "" "Ondersteuning voor meervoudsvormen en vertalings-context bij het gebruik van " "gettext vertalingen." #: ../../docs/about/list_of_features.rst:619 msgid "" "Support for :ref:`bidirectional typesetting " "`, text shaping and OpenType localized " "forms." msgstr "" "Ondersteuning voor :ref:`typesetting in twee richtingen " "`, tekstvorming en OpenType-" "gelokaliseerde vormen." #: ../../docs/about/list_of_features.rst:621 msgid "Automatic UI mirroring for right-to-left locales." msgstr "" "Automatische gebruikersinterface-spiegeling voor rechts-naar-linkse " "taalregio's." #: ../../docs/about/list_of_features.rst:622 msgid "" "Support for pseudolocalization to test your project for i18n-friendliness." msgstr "" "Ondersteuning voor pseudolokalisatie om je project te testen op i18n-" "vriendelijkheid." #: ../../docs/about/list_of_features.rst:625 msgid "Windowing and OS integration" msgstr "Venstering en besturingssysteemintegratie" #: ../../docs/about/list_of_features.rst:627 msgid "Spawn multiple independent windows within a single process." msgstr "Open meerdere onafhankelijke vensters binnen een enkel proces." #: ../../docs/about/list_of_features.rst:628 msgid "Move, resize, minimize, and maximize windows spawned by the project." msgstr "" "Verplaats, verander de afmetingen, minimaliseer, en maximaliseer vensters " "die door het project gecreëerd zijn." #: ../../docs/about/list_of_features.rst:629 msgid "Change the window title and icon." msgstr "Verander de titel en het pictogram van het venster." #: ../../docs/about/list_of_features.rst:630 msgid "" "Request attention (will cause the title bar to blink on most platforms)." msgstr "" "Vraag aandacht (zorgt ervoor dat de titelbalk gaat knipperen op de meeste " "platforms)." #: ../../docs/about/list_of_features.rst:631 msgid "Fullscreen mode." msgstr "Volledig-scherm modus." #: ../../docs/about/list_of_features.rst:633 msgid "" "Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " "can optionally use exclusive fullscreen to reduce input lag." msgstr "" "Gebruikt standaard randloze volledig scherm-modus om snel te alt-tabben, " "maar kan ook exlusieve volledig scherm-modus gebruiken om input-vertraging " "te verminderen." #: ../../docs/about/list_of_features.rst:636 msgid "Borderless windows (fullscreen or non-fullscreen)." msgstr "Randloze vensters (volledig scherm of niet volledig scherm)." #: ../../docs/about/list_of_features.rst:637 msgid "Ability to keep a window always on top." msgstr "Optie om een venster altijd bovenop te houden." #: ../../docs/about/list_of_features.rst:638 msgid "Global menu integration on macOS." msgstr "Globale menu-integratie op macOS." #: ../../docs/about/list_of_features.rst:639 msgid "" "Execute commands in a blocking or non-blocking manner (including running " "multiple instances of the same project)." msgstr "" "Voer commando's uit op een blokkerende of niet-blokkerende manier (inclusief " "het draaien van meerdere instanties van hetzelfde project)." #: ../../docs/about/list_of_features.rst:641 msgid "" "Open file paths and URLs using default or custom protocol handlers (if " "registered on the system)." msgstr "" "Open bestandspaden en URLs met standaard of ingestelde protocol handlers " "(als die op het systeem geregistreerd zijn)." #: ../../docs/about/list_of_features.rst:642 msgid "Parse custom command line arguments." msgstr "Lees eigen command line argumenten in." #: ../../docs/about/list_of_features.rst:643 msgid "" "Any Godot binary (editor or exported project) can be :ref:`used as a " "headless server ` by starting it with " "the ``--headless`` command line argument. This allows running the engine " "without a GPU or display server." msgstr "" "Ieder binar bestand van Godot (editor of geëxporteerd project) kan " "worden :ref:`gebruikt als een headless server " "` door het op te starten met het ``--" "headless`` argument in een terminal. Hiermee kan de engine worden gedraaid " "zonder GPU of weergave-server." #: ../../docs/about/list_of_features.rst:649 #: ../../docs/tutorials/3d/3d_antialiasing.rst:342 #: ../../docs/tutorials/rendering/renderers.rst:128 #: ../../docs/tutorials/rendering/renderers.rst:150 #: ../../docs/tutorials/rendering/renderers.rst:196 #: ../../docs/tutorials/rendering/renderers.rst:226 #: ../../docs/tutorials/rendering/renderers.rst:254 #: ../../docs/tutorials/rendering/renderers.rst:291 #: ../../docs/tutorials/rendering/renderers.rst:315 #: ../../docs/tutorials/rendering/renderers.rst:327 #: ../../docs/tutorials/rendering/renderers.rst:345 #: ../../docs/engine_details/architecture/internal_rendering_architecture.rst:48 msgid "Mobile" msgstr "Mobiel" #: ../../docs/about/list_of_features.rst:651 msgid "" "In-app purchases on :ref:`Android ` " "and :ref:`iOS `." msgstr "" "In-app-aankopen met :ref:`Android ` " "and :ref:`iOS `." #: ../../docs/about/list_of_features.rst:653 msgid "Support for advertisements using third-party modules." msgstr "Ondersteuning voor advertenties door middel van modules van derden." #: ../../docs/about/list_of_features.rst:658 msgid "XR support (AR and VR)" msgstr "XR-ondersteuning (AR en VR)" #: ../../docs/about/list_of_features.rst:660 msgid "Out of the box :ref:`support for OpenXR `." msgstr "Ingebouwde :ref:`ondersteuning voor OpenXR `." #: ../../docs/about/list_of_features.rst:662 msgid "" "Including support for popular desktop headsets like the Valve Index, WMR " "headsets, and Quest over Link." msgstr "" "Inclusief ondersteuning voor populaire desktop-headsets zoals de Valve " "Index, WMR-headsets, en Quest via Link." #: ../../docs/about/list_of_features.rst:664 #, fuzzy msgid "" "Support for :ref:`Android-based headsets ` using " "OpenXR through a plugin." msgstr "" "Ondersteuning voor :ref:`Android-gebaseerde headsets " "` met OpenXR via een plugin." #: ../../docs/about/list_of_features.rst:666 msgid "" "Including support for popular stand alone headsets like the Meta Quest 1/2/3 " "and Pro, Pico 4, Magic Leap 2, and Lynx R1." msgstr "" "Inclusief ondersteuning voor populaire zelfstandige headsets zoals de Meta " "Quest 1/2/3 en Pro, Pico 4, Magic Leap 2, en Lynx R1." #: ../../docs/about/list_of_features.rst:668 #, fuzzy msgid "Out of the box limited support for visionOS Apple headsets." msgstr "Ingebouwde :ref:`ondersteuning voor OpenXR `." #: ../../docs/about/list_of_features.rst:670 msgid "" "Currently only exporting an application for use on a flat plane within the " "headset is supported. Immersive experiences are not supported." msgstr "" #: ../../docs/about/list_of_features.rst:673 msgid "Other devices supported through an XR plugin structure." msgstr "Andere apparaten ondersteund via een XR-pluginstructuur." #: ../../docs/about/list_of_features.rst:674 msgid "" "Various advanced toolkits are available that implement common features " "required by XR applications." msgstr "" "Er zijn verschillende geavanceerde toolkits beschikbaar die veelvoorkomende " "features van XR-applicaties implementeren." #: ../../docs/about/list_of_features.rst:677 msgid "GUI system" msgstr "GUI-systeem" #: ../../docs/about/list_of_features.rst:679 msgid "" "Godot's GUI is built using the same Control nodes used to make games in " "Godot. The editor UI can easily be extended in many ways using add-ons." msgstr "" "De grafische gebruikersinterface van Godot is gebouwd met dezelfde Control-" "knopen die worden gebruikt om games in Godot te maken. De editor-interface " "kan eenvoudig worden uitgebreid op veel verschillende manieren met add-ons." #: ../../docs/about/list_of_features.rst:682 msgid "**Nodes:**" msgstr "**Knooppunten:**" #: ../../docs/about/list_of_features.rst:684 msgid "Buttons." msgstr "Knoppen." #: ../../docs/about/list_of_features.rst:685 msgid "Checkboxes, check buttons, radio buttons." msgstr "Checkboxen, check-knoppen, radio-knoppen." #: ../../docs/about/list_of_features.rst:686 msgid "" "Text entry using :ref:`class_LineEdit` (single line) " "and :ref:`class_TextEdit` (multiple lines). TextEdit also supports code " "editing features such as displaying line numbers and syntax highlighting." msgstr "" "Tekstinvoer met :ref:`class_LineEdit` (één regel) en :ref:`class_TextEdit` " "(meerdere regels). TextEdit ondersteunt ook code-bewerkingeigenschappen, " "zoals het tonen van regelnummers en syntaxmarkering." #: ../../docs/about/list_of_features.rst:689 msgid "" "Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`." msgstr "Uitvouwmenu's met :ref:`class_PopupMenu` en :ref:`class_OptionButton`." #: ../../docs/about/list_of_features.rst:690 msgid "Scrollbars." msgstr "Scrollbalken." #: ../../docs/about/list_of_features.rst:691 msgid "Labels." msgstr "Labels." #: ../../docs/about/list_of_features.rst:692 msgid "" "RichTextLabel for :ref:`text formatted using BBCode " "`, with support for animated custom effects." msgstr "" "RichTextLabel voor :ref:`tekst vormgegeven met BBCode " "`, met ondersteuning voor geanimeerde, " "zelfgemaakte effecten." #: ../../docs/about/list_of_features.rst:694 msgid "Trees (can also be used to represent tables)." msgstr "Bomen (kunnen ook worden gebruikt om tabellen weer te geven)." #: ../../docs/about/list_of_features.rst:695 msgid "Color picker with RGB and HSV modes." msgstr "Kleurenkiezer met RGB- en HSV-standen." #: ../../docs/about/list_of_features.rst:696 msgid "Controls can be rotated and scaled." msgstr "Controls kunnen worden geroteerd en geschaald." #: ../../docs/about/list_of_features.rst:698 msgid "**Sizing:**" msgstr "**Grootte:**" #: ../../docs/about/list_of_features.rst:700 msgid "Anchors to keep GUI elements in a specific corner, edge or centered." msgstr "" "Ankers houden grafische elementen vast op een specifieke hoek, rand, of in " "het midden." #: ../../docs/about/list_of_features.rst:701 msgid "Containers to place GUI elements automatically following certain rules." msgstr "" "Containers houden grafische elementen automatisch vast volgens bepaalde " "regels." #: ../../docs/about/list_of_features.rst:703 msgid ":ref:`Stack ` layouts." msgstr ":ref:`Stapel`-layouts." #: ../../docs/about/list_of_features.rst:704 msgid ":ref:`Grid ` layouts." msgstr ":ref:`Raster ` ontwerpen." #: ../../docs/about/list_of_features.rst:705 msgid "" ":ref:`Flow ` layouts (similar to autowrapping text)." msgstr "" ":ref:`Flow ` layouts (vergelijkbaar met autowrapping " "van tekst)." #: ../../docs/about/list_of_features.rst:706 msgid "" ":ref:`Margin `, :ref:`centered " "` and :ref:`aspect ratio " "` layouts." msgstr "" ":ref:`Marge`, :ref:`gecentreerde` , " "en :ref:`aspect ratio ` layouts." #: ../../docs/about/list_of_features.rst:708 msgid ":ref:`Draggable splitter ` layouts." msgstr ":ref:`Versleepbare splitter ` layouts." #: ../../docs/about/list_of_features.rst:710 msgid "" "Scale to :ref:`multiple resolutions ` using the " "``canvas_items`` or ``viewport`` stretch modes." msgstr "" "Schalen naar :ref:`meerdere resoluties ` met de " "``canvas_items`` of ``viewport`` stretch-modi." #: ../../docs/about/list_of_features.rst:712 msgid "" "Support any aspect ratio using anchors and the ``expand`` stretch aspect." msgstr "" "Ondersteun alle beeldverhoudingen met ankers en het ``expand`` oprek-aspect." #: ../../docs/about/list_of_features.rst:714 msgid "**Theming:**" msgstr "**Thema's:**" #: ../../docs/about/list_of_features.rst:716 msgid "Built-in theme editor." msgstr "Ingebouwde thema-editor." #: ../../docs/about/list_of_features.rst:718 msgid "Generate a theme based on the current editor theme settings." msgstr "" "Genereer een thema gebaseerd op de huidige thema-instellingen van de editor." #: ../../docs/about/list_of_features.rst:720 msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." msgstr "Procedurele vector-gebaseerde thema's met :ref:`class_StyleBoxFlat`." #: ../../docs/about/list_of_features.rst:722 msgid "" "Supports rounded/beveled corners, drop shadows, per-border widths and " "antialiasing." msgstr "" "Ondersteunt ronde/afgeschuinde hoeken, slagschaduw, randbreedte per rand, en " "anti-aliassen." #: ../../docs/about/list_of_features.rst:724 msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." msgstr "Texture-gebaseerde thema's met :ref:`class_StyleBoxTexture`." #: ../../docs/about/list_of_features.rst:726 msgid "" "Godot's small distribution size can make it a suitable alternative to " "frameworks like Electron or Qt." msgstr "" "Godot's kleine distributie-grootte kan het een geschikt alternatief maken " "voor frameworks zoals Electron of Qt." #: ../../docs/about/list_of_features.rst:730 #: ../../docs/about/docs_changelog.rst:211 #: ../../docs/about/docs_changelog.rst:269 #: ../../docs/about/docs_changelog.rst:500 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:49 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:62 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:39 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:262 #: ../../docs/tutorials/2d/particle_process_material_2d.rst:178 #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:713 #: ../../docs/tutorials/3d/particles/process_material_properties.rst:322 #: ../../docs/tutorials/animation/index.rst:4 #: ../../docs/engine_details/file_formats/tscn.rst:382 msgid "Animation" msgstr "Animatie" #: ../../docs/about/list_of_features.rst:732 msgid "Direct kinematics and inverse kinematics." msgstr "Directe Kinematics en inverse Kinematics." #: ../../docs/about/list_of_features.rst:733 msgid "Support for animating any property with customizable interpolation." msgstr "" "Ondersteuning voor het animeren van elke eigenschap via instelbare " "interpolatie." #: ../../docs/about/list_of_features.rst:734 msgid "Support for calling methods in animation tracks." msgstr "Ondersteuning voor het aanroepen van methodes in animatiebanen." #: ../../docs/about/list_of_features.rst:735 msgid "Support for playing sounds in animation tracks." msgstr "Ondersteuning voor het afspelen van geluiden in animatiebanen." #: ../../docs/about/list_of_features.rst:736 msgid "Support for Bézier curves in animation." msgstr "Ondersteuning voor Bézier-curves in animatie." #: ../../docs/about/list_of_features.rst:739 msgid "File formats" msgstr "Bestandsformaten" #: ../../docs/about/list_of_features.rst:741 msgid "" "Scenes and resources can be saved in :ref:`text-based " "` or binary formats." msgstr "" "Scènes en bronnen kunnen worden opgeslagen in :ref:`tekst-gebaseerde " "` of binaire formaten." #: ../../docs/about/list_of_features.rst:743 msgid "" "Text-based formats are human-readable and more friendly to version control." msgstr "" "Tekst-gebaseerde formaten zijn leesbaar voor mensen en geschikter voor " "versiebeheer." #: ../../docs/about/list_of_features.rst:744 msgid "Binary formats are faster to save/load for large scenes/resources." msgstr "" "Binaire formaten zijn sneller om op te slaan en te laden voor grote scènes/" "bronnen." #: ../../docs/about/list_of_features.rst:746 msgid "Read and write text or binary files using :ref:`class_FileAccess`." msgstr "" "Lees en schrijf tekst of binaire bestanden via :ref:`class_FileAccess`." #: ../../docs/about/list_of_features.rst:748 msgid "Can optionally be compressed or encrypted." msgstr "Kan eventueel worden gecomprimeerd of versleuteld." #: ../../docs/about/list_of_features.rst:750 msgid "Read and write :ref:`class_JSON` files." msgstr "Lees en schrijf :ref:`class_JSON`-bestanden." #: ../../docs/about/list_of_features.rst:751 msgid "" "Read and write INI-style configuration files using :ref:`class_ConfigFile`." msgstr "" "Lees en schrijf INI-achtige configuratiebestanden " "met :ref:`class_ConfigFile`." #: ../../docs/about/list_of_features.rst:753 msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." msgstr "" "Kan elk Godot datatype (de)serialiseren, inclusief Vector2/3, Color, ..." #: ../../docs/about/list_of_features.rst:755 msgid "Read XML files using :ref:`class_XMLParser`." msgstr "Lees XML-bestanden met :ref:`class_XMLParser`." #: ../../docs/about/list_of_features.rst:756 msgid "" ":ref:`Load and save images, audio/video, fonts and ZIP archives " "` in an exported project without having to " "go through Godot's import system." msgstr "" ":ref:`Afbeeldingen, audio/video, lettertypen, en ZIP-archieven opstaan en " "laden ` in een geëxporteerd project zonder " "Godots importeersysteem te doorlopen." #: ../../docs/about/list_of_features.rst:758 msgid "" "Pack game data into a PCK file (custom format optimized for fast seeking), " "into a ZIP archive, or directly into the executable for single-file " "distribution." msgstr "" "Sla gamedata op in een PCK-bestand (speciaal formaat dat is geoptimaliseerd " "om snel te zoeken), in een ZIP-archief, of direct naar een uitvoerbaar " "bestand voor distributie via een enkel bestand." #: ../../docs/about/list_of_features.rst:760 msgid "" ":ref:`Export additional PCK files` that can be read by " "the engine to support mods and DLCs." msgstr "" ":ref:` Exporteer extra PCK-bestanden` die kunnen worden " "gelezen door de engine om mods en DLCs te ondersteunen." #: ../../docs/about/list_of_features.rst:764 #: ../../docs/about/docs_changelog.rst:552 msgid "Miscellaneous" msgstr "Diverse" #: ../../docs/about/list_of_features.rst:766 msgid "" ":ref:`Video playback ` with built-in support for Ogg " "Theora." msgstr "" ":ref:`Video's afspelen `met ingebouwde ondersteuning " "voor Ogg Theora." #: ../../docs/about/list_of_features.rst:767 msgid "" ":ref:`Movie Maker mode ` to record videos from a " "running project with synchronized audio and perfect frame pacing." msgstr "" ":ref:`Movie Maker modus` om video's van een lopend " "project op te nemen met gesynchroniseerde audio en perfecte frame-pacing." #: ../../docs/about/list_of_features.rst:769 msgid "" ":ref:`Low-level access to servers ` which allows " "bypassing the scene tree's overhead when needed." msgstr "" ":ref:`Low-level toegang tot servers `waarmee de overhead " "van de scèneboom kan worden omzeild, indien nodig." #: ../../docs/about/list_of_features.rst:771 msgid "" ":ref:`Command line interface ` for automation." msgstr "" ":ref:`Command line interface ` voor " "automatisering." #: ../../docs/about/list_of_features.rst:773 msgid "Export and deploy projects using continuous integration platforms." msgstr "" "Exporteren en uitrollen van projecten via *continuous integration*-" "platformen." #: ../../docs/about/list_of_features.rst:774 msgid "" "`Shell completion scripts `__ are available for Bash, zsh and fish." msgstr "" "`Shell completion scripts `__ zijn beschikbaar voor Bash, zsh, en Fish." #: ../../docs/about/list_of_features.rst:776 msgid "" "Print colored text to standard output on all platforms " "using :ref:`print_rich `." msgstr "" "Print gekleurde tekst naar standaarduitvoer op alle platforms " "met :ref:`print_rich `." #: ../../docs/about/list_of_features.rst:779 msgid "" "The editor can :ref:`detect features used in a project and create a " "compilation profile `, which " "can be used to create smaller export template binaries with unneeded " "features disabled." msgstr "" #: ../../docs/about/list_of_features.rst:783 #, fuzzy msgid "" "Support for :ref:`C++ modules ` statically linked " "into the engine binary." msgstr "" "Ondersteuning voor :ref:`C++ modules ` statisch " "gelinkt met de binaire engine." #: ../../docs/about/list_of_features.rst:786 msgid "" "Most built-in modules can be disabled at compile-time to reduce binary size " "in custom builds. See :ref:`doc_optimizing_for_size` for details." msgstr "" #: ../../docs/about/list_of_features.rst:789 msgid "Engine and editor written in C++17." msgstr "Engine en editor geschreven in C++17." #: ../../docs/about/list_of_features.rst:791 msgid "" "Can be :ref:`compiled ` using GCC, " "Clang and MSVC. MinGW is also supported." msgstr "" "Kan worden :ref:`gecompileerd ` met " "GCC, Clang en MSVC. MinGW wordt ook ondersteund." #: ../../docs/about/list_of_features.rst:793 msgid "" "Friendly towards packagers. In most cases, system libraries can be used " "instead of the ones provided by Godot. The build system doesn't download " "anything. Builds can be fully reproducible." msgstr "" "Gebruiksvriendelijk naar packagers. In de meeste gevallen kunnen systeem-" "libraries worden gebruikt in plaats van die van Godot. Het systeem hoeft " "niets te downloaden. Builds kunnen volledig reproduceerbaar zijn." #: ../../docs/about/list_of_features.rst:797 msgid "Licensed under the permissive MIT license." msgstr "Gelicentiëerd onder de vrijblijvende MIT-licentie." #: ../../docs/about/list_of_features.rst:799 #, fuzzy msgid "" "Open development process with `contributions welcome `__." msgstr "" "Open ontwikkelproces waar :ref:`bijdragen welkom zijn " "`." #: ../../docs/about/list_of_features.rst:803 #, fuzzy msgid "" "The `Godot proposals repository `__ lists features that have been requested by the community and " "may be implemented in future Godot releases." msgstr "" "Het`Godot proposals repository `__bevat een lijst van features die door de gemeenschap verzocht " "zijn en die mogelijk worden geïmplementeerd in toekomstige Godot-versies." #: ../../docs/about/system_requirements.rst:6 msgid "System requirements" msgstr "Systeem vereisten" #: ../../docs/about/system_requirements.rst:8 msgid "" "This page contains system requirements for the editor and exported projects. " "These specifications are given for informative purposes only, but they can " "be referred to if you're looking to build or upgrade a system to use Godot " "on." msgstr "" "Deze pagina bevat systeemvereisten voor de editor en geëxporteerde " "projecten. De specificaties worden uitsluitend ter informatie gegeven, maar " "kunnen als richtlijn dienen als je een systeem wilt bouwen of upgraden om " "Godot te gebruiken." #: ../../docs/about/system_requirements.rst:13 msgid "Godot editor" msgstr "Godot editor" #: ../../docs/about/system_requirements.rst:15 msgid "" "These are the **minimum** specifications required to run the Godot editor " "and work on a simple 2D or 3D project:" msgstr "" "Dit zijn de **minimale** specificaties die nodig zijn om de Godot editor te " "gebruiken en om te werken aan een simpel 2D of 3D project:" #: ../../docs/about/system_requirements.rst:19 #: ../../docs/about/system_requirements.rst:204 msgid "Desktop or laptop PC - Minimum" msgstr "Desktop- of laptop-PC - Minimaal" #: ../../docs/about/system_requirements.rst:26 #: ../../docs/about/system_requirements.rst:79 #: ../../docs/about/system_requirements.rst:116 #: ../../docs/about/system_requirements.rst:154 #: ../../docs/about/system_requirements.rst:211 #: ../../docs/about/system_requirements.rst:256 #: ../../docs/about/system_requirements.rst:298 #: ../../docs/about/system_requirements.rst:339 msgid "**CPU**" msgstr "**CPU**" #: ../../docs/about/system_requirements.rst:26 #: ../../docs/about/system_requirements.rst:211 #, fuzzy msgid "" "**Windows:** x86_32 CPU with SSE2 support, x86_64 CPU with SSE4.2 support, " "ARMv8 CPU" msgstr "**Windows:** x86_32 CPU met SSE2 instructions, x86_64 CPU, ARMv8 CPU" #: ../../docs/about/system_requirements.rst:28 #: ../../docs/about/system_requirements.rst:214 #, fuzzy msgid "*Example: Intel Core 2 Duo E8200, AMD FX-4100, Snapdragon X Elite*" msgstr "" "*Voorbeeld: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X " "Elite*" #: ../../docs/about/system_requirements.rst:30 #: ../../docs/about/system_requirements.rst:120 #: ../../docs/about/system_requirements.rst:216 #: ../../docs/about/system_requirements.rst:302 msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" msgstr "**macOS:** x84_64 of ARM CPU (Apple Silicon)" #: ../../docs/about/system_requirements.rst:32 #: ../../docs/about/system_requirements.rst:218 msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" msgstr "*Voorbeeld: Intel Core 2 Duo SU9400, Apple M1*" #: ../../docs/about/system_requirements.rst:34 #: ../../docs/about/system_requirements.rst:220 #, fuzzy msgid "" "**Linux:** x86_32 CPU with SSE2 support, x86_64 CPU with SSE4.2 support, " "ARMv7 or ARMv8 CPU" msgstr "" "**Linux:** x86_32 CPU met SSE2 instructions, x86_64 CPU, ARMv7 of ARMv8 CPU" #: ../../docs/about/system_requirements.rst:37 #: ../../docs/about/system_requirements.rst:223 #, fuzzy msgid "*Example: Intel Core 2 Duo E8200, AMD FX-4100, Raspberry Pi 4*" msgstr "" "*Voorbeeld: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" #: ../../docs/about/system_requirements.rst:39 #: ../../docs/about/system_requirements.rst:85 #: ../../docs/about/system_requirements.rst:128 #: ../../docs/about/system_requirements.rst:160 #: ../../docs/about/system_requirements.rst:225 #: ../../docs/about/system_requirements.rst:264 #: ../../docs/about/system_requirements.rst:311 #: ../../docs/about/system_requirements.rst:347 msgid "**GPU**" msgstr "**GPU**" #: ../../docs/about/system_requirements.rst:39 #, fuzzy msgid "**Forward+ renderer:** Integrated graphics with full Vulkan 1.0 support" msgstr "" "**Forward+ rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:41 #: ../../docs/about/system_requirements.rst:45 #: ../../docs/about/system_requirements.rst:228 #: ../../docs/about/system_requirements.rst:233 #, fuzzy msgid "" "*Example: Intel HD Graphics 510 (Skylake), AMD Radeon R5 Graphics (Kaveri)*" msgstr "" "*Voorbeeld: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " "(Kaveri)*" #: ../../docs/about/system_requirements.rst:43 #, fuzzy msgid "**Mobile renderer:** Integrated graphics with full Vulkan 1.0 support" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:47 msgid "" "**Compatibility renderer:** Integrated graphics with full OpenGL 3.3 support" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige OpenGL 3.3 " "ondersteuning" #: ../../docs/about/system_requirements.rst:49 #: ../../docs/about/system_requirements.rst:238 msgid "" "*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " "(Kaveri)*" msgstr "" "*Voorbeeld: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " "(Kaveri)*" #: ../../docs/about/system_requirements.rst:51 #: ../../docs/about/system_requirements.rst:97 #: ../../docs/about/system_requirements.rst:140 #: ../../docs/about/system_requirements.rst:172 #: ../../docs/about/system_requirements.rst:240 #: ../../docs/about/system_requirements.rst:280 #: ../../docs/about/system_requirements.rst:325 #: ../../docs/about/system_requirements.rst:361 msgid "**RAM**" msgstr "**RAM**" #: ../../docs/about/system_requirements.rst:51 #, fuzzy msgid "**Native editor:** 4 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:52 #: ../../docs/about/system_requirements.rst:173 #, fuzzy msgid "**Web editor:** 8 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:54 #: ../../docs/about/system_requirements.rst:100 #: ../../docs/about/system_requirements.rst:143 #: ../../docs/about/system_requirements.rst:175 #: ../../docs/about/system_requirements.rst:243 #: ../../docs/about/system_requirements.rst:283 #: ../../docs/about/system_requirements.rst:328 #: ../../docs/about/system_requirements.rst:364 msgid "**Storage**" msgstr "**Opslag**" #: ../../docs/about/system_requirements.rst:54 msgid "" "200 MB (used for the executable, project files and cache). Exporting " "projects requires downloading export templates separately (1.3 GB after " "installation)." msgstr "" "200 MB (gebruikt voor de uitvoerbaar bestand, projectbestanden en cache). " "Voor het exporteren van projecten moeten de exporttemplates apart worden " "gedownload (1,3 GB na installatie)." #: ../../docs/about/system_requirements.rst:58 #: ../../docs/about/system_requirements.rst:104 #: ../../docs/about/system_requirements.rst:145 #: ../../docs/about/system_requirements.rst:177 #: ../../docs/about/system_requirements.rst:245 #: ../../docs/about/system_requirements.rst:285 #: ../../docs/about/system_requirements.rst:330 #: ../../docs/about/system_requirements.rst:366 msgid "**Operating system**" msgstr "**Besturingssysteem**" #: ../../docs/about/system_requirements.rst:58 msgid "" "**Native editor:** Windows 10, macOS 10.13 (Compatibility) or macOS 10.15 " "(Forward+/Mobile), Linux distribution released after 2018" msgstr "" #: ../../docs/about/system_requirements.rst:60 #: ../../docs/about/system_requirements.rst:105 #: ../../docs/about/system_requirements.rst:248 #: ../../docs/about/system_requirements.rst:287 msgid "" "**Web editor:** Recent versions of mainstream browsers: Firefox and " "derivatives (including ESR), Chrome and Chromium derivatives, Safari and " "WebKit derivatives." msgstr "" #: ../../docs/about/system_requirements.rst:66 msgid "" "If your x86_64 CPU does not support SSE4.2, you can still run the 32-bit " "Godot executable which only has a SSE2 requirement (all x86_64 CPUs support " "SSE2)." msgstr "" #: ../../docs/about/system_requirements.rst:69 msgid "" "While supported on Linux, we have no official minimum requirements for " "running on rv64 (RISC-V), ppc64 & ppc32 (PowerPC), and loongarch64. In " "addition you must compile the editor for that platform (as well as export " "templates) yourself, no official downloads are currently provided. RISC-V " "compiling instructions can be found on the :ref:`doc_compiling_for_linuxbsd` " "page." msgstr "" #: ../../docs/about/system_requirements.rst:76 #: ../../docs/about/system_requirements.rst:253 msgid "Mobile device (smartphone/tablet) - Minimum" msgstr "Mobiel apparaat (smartphone/tablet) - Minimum" #: ../../docs/about/system_requirements.rst:79 #: ../../docs/about/system_requirements.rst:256 msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" msgstr "**Andriod:** SoC met een 32-bit of 64-bit ARM of x86 CPU" #: ../../docs/about/system_requirements.rst:81 #: ../../docs/about/system_requirements.rst:258 msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" msgstr "*Voorbeeld: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" #: ../../docs/about/system_requirements.rst:83 #: ../../docs/about/system_requirements.rst:158 #, fuzzy msgid "**iOS:** *Cannot run the editor*" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:85 #, fuzzy msgid "**Forward+ renderer:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" "**Forward+ rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:87 #: ../../docs/about/system_requirements.rst:91 msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" msgstr "*Voorbeeld: Qualcomm Adreno 505, Mali-G71 MP2*" #: ../../docs/about/system_requirements.rst:89 #, fuzzy msgid "**Mobile renderer:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:93 #: ../../docs/about/system_requirements.rst:276 msgid "" "**Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.0 support" msgstr "" #: ../../docs/about/system_requirements.rst:95 msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" msgstr "*Voorbeeld: Qualcomm Adreno 306, Mali-T628 MP6*" #: ../../docs/about/system_requirements.rst:97 #, fuzzy msgid "**Native editor:** 3 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:98 msgid "**Web editor:** 6 GB" msgstr "**Web editor** 6 GB" #: ../../docs/about/system_requirements.rst:100 msgid "" "200 MB (used for the executable, project files and cache) Exporting projects " "requires downloading export templates separately (1.3 GB after installation)" msgstr "" #: ../../docs/about/system_requirements.rst:104 msgid "" "**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" "Mobile)" msgstr "" #: ../../docs/about/system_requirements.rst:109 msgid "" "These are the **recommended** specifications to get a smooth experience with " "the Godot editor on a simple 2D or 3D project:" msgstr "" "Dit zijn de **aanbevolen** specificaties voor een soepele ervaring met de " "Godot editor op een eenvoudig 2D of 3D project:" #: ../../docs/about/system_requirements.rst:113 #: ../../docs/about/system_requirements.rst:295 msgid "Desktop or laptop PC - Recommended" msgstr "Desktop of laptop PC - Aangeraden" #: ../../docs/about/system_requirements.rst:116 #: ../../docs/about/system_requirements.rst:298 #, fuzzy msgid "" "**Windows:** x86_64 CPU with SSE4.2 support, with 4 physical cores or more, " "ARMv8 CPU" msgstr "**Windows:** x86_32 CPU met SSE2-instructies, of een x86_64 CPU" #: ../../docs/about/system_requirements.rst:118 #: ../../docs/about/system_requirements.rst:300 #, fuzzy msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite*" msgstr "" "*Voorbeeld: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" #: ../../docs/about/system_requirements.rst:122 #: ../../docs/about/system_requirements.rst:304 msgid "*Example: Intel Core i5-8500, Apple M1*" msgstr "*Voorbeeld: Intel Core i5-8500, Apple M1*" #: ../../docs/about/system_requirements.rst:124 #, fuzzy msgid "**Linux:** x86_64 CPU with SSE4.2 support, ARMv7 or ARMv8 CPU" msgstr "" "**Linux:** x86_32 CPU met SSE2 instructions, x86_64 CPU, ARMv7 of ARMv8 CPU" #: ../../docs/about/system_requirements.rst:126 #: ../../docs/about/system_requirements.rst:309 msgid "" "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " "overclocking*" msgstr "" "*Voorbeeld: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 met " "overklokken*" #: ../../docs/about/system_requirements.rst:128 #, fuzzy msgid "**Forward+ renderer:** Dedicated graphics with full Vulkan 1.2 support" msgstr "" "**Forward+ rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:130 #: ../../docs/about/system_requirements.rst:134 #: ../../docs/about/system_requirements.rst:314 #: ../../docs/about/system_requirements.rst:319 msgid "" "*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" msgstr "" "*Voorbeeld: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" #: ../../docs/about/system_requirements.rst:132 #, fuzzy msgid "**Mobile renderer:** Dedicated graphics with full Vulkan 1.2 support" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:136 #: ../../docs/about/system_requirements.rst:321 #, fuzzy msgid "" "**Compatibility renderer:** Dedicated graphics with full OpenGL 4.6 support" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:138 #: ../../docs/about/system_requirements.rst:323 msgid "" "*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" msgstr "" "*Voorbeeld: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" #: ../../docs/about/system_requirements.rst:140 #, fuzzy msgid "**Native editor:** 8 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:141 #, fuzzy msgid "**Web editor:** 12 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:143 #: ../../docs/about/system_requirements.rst:175 msgid "" "1.5 GB (used for the executable, project files, all export templates and " "cache)" msgstr "" "1,5 GB (gebruikt voor het uitvoerbaar bestand, projectbestanden, alle " "exporttemplates en cache)" #: ../../docs/about/system_requirements.rst:145 msgid "" "**Native editor:** Windows 10, macOS 10.15, Linux distribution released " "after 2020" msgstr "" #: ../../docs/about/system_requirements.rst:147 msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" #: ../../docs/about/system_requirements.rst:151 #: ../../docs/about/system_requirements.rst:336 msgid "Mobile device (smartphone/tablet) - Recommended" msgstr "" #: ../../docs/about/system_requirements.rst:154 #: ../../docs/about/system_requirements.rst:339 msgid "" "**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " "more" msgstr "" #: ../../docs/about/system_requirements.rst:156 #: ../../docs/about/system_requirements.rst:341 msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" msgstr "" #: ../../docs/about/system_requirements.rst:160 #, fuzzy msgid "**Forward+ renderer:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" "**Forward+ rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:162 #: ../../docs/about/system_requirements.rst:166 #: ../../docs/about/system_requirements.rst:170 msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" msgstr "" #: ../../docs/about/system_requirements.rst:164 #, fuzzy msgid "**Mobile renderer:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:168 #: ../../docs/about/system_requirements.rst:357 msgid "" "**Compatibility renderer:** SoC featuring GPU with full OpenGL ES 3.2 support" msgstr "" #: ../../docs/about/system_requirements.rst:172 #, fuzzy msgid "**Native editor:** 6 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:177 #, fuzzy msgid "**Native editor:** Android 9.0" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:178 msgid "" "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" msgstr "" #: ../../docs/about/system_requirements.rst:183 #, fuzzy msgid "Exported Godot project" msgstr "Het creëren van content" #: ../../docs/about/system_requirements.rst:187 msgid "" "The requirements below are a baseline for a **simple** 2D or 3D project, " "with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " "requirements will heavily vary depending on your project's scope, its " "renderer, viewport resolution and graphics settings chosen. Other programs " "running on the system while the project is running will also compete for " "resources, including RAM and video RAM." msgstr "" #: ../../docs/about/system_requirements.rst:194 msgid "" "It is strongly recommended to do your own testing on low-end hardware to " "make sure your project runs at the desired speed. To provide scalability for " "low-end hardware, you will also need to introduce a `graphics options menu " "`__ to your project." msgstr "" #: ../../docs/about/system_requirements.rst:200 msgid "" "These are the **minimum** specifications required to run a simple 2D or 3D " "project exported with Godot:" msgstr "" #: ../../docs/about/system_requirements.rst:225 #, fuzzy msgid "" "**Forward+ renderer:** Integrated graphics with full Vulkan 1.0 support, " "Metal 3 support (macOS) or Direct3D 12 (12_0 feature level) support (Windows)" msgstr "" "**Forward+ rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:230 #, fuzzy msgid "" "**Mobile renderer:** Integrated graphics with full Vulkan 1.0 support, Metal " "3 support (macOS) or Direct3D 12 (12_0 feature level) support (Windows)" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:235 #, fuzzy msgid "" "**Compatibility renderer:** Integrated graphics with full OpenGL 3.3 support " "or Direct3D 11 support (Windows)." msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:240 #: ../../docs/about/system_requirements.rst:361 #, fuzzy msgid "**For native exports:** 2 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:241 #: ../../docs/about/system_requirements.rst:362 #, fuzzy msgid "**For web exports:** 4 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:243 #: ../../docs/about/system_requirements.rst:283 #: ../../docs/about/system_requirements.rst:328 #: ../../docs/about/system_requirements.rst:364 msgid "150 MB (used for the executable, project files and cache)" msgstr "" #: ../../docs/about/system_requirements.rst:245 msgid "" "**For native exports:** Windows 10, macOS 10.13 (Compatibility), macOS 10.15 " "(Forward+/Mobile, Vulkan), macOS 13.0 (Forward+/Mobile, Metal), Linux " "distribution released after 2018" msgstr "" #: ../../docs/about/system_requirements.rst:260 msgid "**iOS:** SoC with any 64-bit ARM CPU" msgstr "" #: ../../docs/about/system_requirements.rst:262 msgid "*Example: Apple A7 (iPhone 5S)*" msgstr "" #: ../../docs/about/system_requirements.rst:264 #, fuzzy msgid "" "**Forward+ renderer:** SoC featuring GPU with full Vulkan 1.0 support, or " "Metal 3 support (iOS/iPadOS)" msgstr "" "**Forward+ rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:267 #: ../../docs/about/system_requirements.rst:273 msgid "" "*Example (Vulkan): Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/" "XS)*" msgstr "" #: ../../docs/about/system_requirements.rst:268 #: ../../docs/about/system_requirements.rst:274 #, fuzzy msgid "*Example (Metal): Apple A12 (iPhone XR/XS)*" msgstr "*Voorbeeld: Apple A14 (iPhone 12)*" #: ../../docs/about/system_requirements.rst:270 #, fuzzy msgid "" "**Mobile renderer:** SoC featuring GPU with full Vulkan 1.0 support, or " "Metal 3 support (iOS/iPadOS)" msgstr "" "**Mobiele rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:278 msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6, Apple A7 (iPhone 5S)*" msgstr "" #: ../../docs/about/system_requirements.rst:280 #, fuzzy msgid "**For native exports:** 1 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:281 #, fuzzy msgid "**For web exports:** 2 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:285 msgid "" "**For native exports:** Android 6.0 (Compatibility), Android 9.0 (Forward+/" "Mobile), iOS 12.0 (Forward+/Mobile, Vulkan), iOS 16.0 (Forward+/Mobile, " "Metal)" msgstr "" #: ../../docs/about/system_requirements.rst:291 msgid "" "These are the **recommended** specifications to get a smooth experience with " "a simple 2D or 3D project exported with Godot:" msgstr "" #: ../../docs/about/system_requirements.rst:306 #, fuzzy msgid "" "**Linux:** x86_64 CPU with SSE4.2 support, with 4 physical cores or more, " "ARMv7 or ARMv8 CPU" msgstr "**Windows:** x86_32 CPU met SSE2-instructies, of een x86_64 CPU" #: ../../docs/about/system_requirements.rst:311 msgid "" "**Forward+ renderer:** Dedicated graphics with full Vulkan 1.2 support, " "Metal 3 support (macOS), or Direct3D 12 (12_0 feature level) support " "(Windows)" msgstr "" #: ../../docs/about/system_requirements.rst:316 msgid "" "**Mobile renderer:** Dedicated graphics with full Vulkan 1.2 support, Metal " "3 support (macOS), or Direct3D 12 (12_0 feature level) support (Windows)" msgstr "" #: ../../docs/about/system_requirements.rst:325 #, fuzzy msgid "**For native exports:** 4 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:326 #, fuzzy msgid "**For web exports:** 8 GB" msgstr "**Voor de editor:**" #: ../../docs/about/system_requirements.rst:330 msgid "" "**For native exports:** Windows 10, macOS 10.15 (Forward+/Mobile, Vulkan), " "macOS 13.0 (Forward+/Mobile, Metal), Linux distribution released after 2020" msgstr "" #: ../../docs/about/system_requirements.rst:332 msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" #: ../../docs/about/system_requirements.rst:343 msgid "**iOS:** SoC with 64-bit ARM CPU" msgstr "**iOS:** SoC met 64-bit ARM CPU" #: ../../docs/about/system_requirements.rst:345 msgid "*Example: Apple A14 (iPhone 12)*" msgstr "*Voorbeeld: Apple A14 (iPhone 12)*" #: ../../docs/about/system_requirements.rst:347 #, fuzzy msgid "" "**Forward+ renderer:** SoC featuring GPU with full Vulkan 1.2 support, or " "Metal 3 support (iOS/iPadOS)" msgstr "" "**Forward+ rendering methode:** Integrated graphics met volledige Vulkan 1.0 " "ondersteuning" #: ../../docs/about/system_requirements.rst:350 #: ../../docs/about/system_requirements.rst:355 #: ../../docs/about/system_requirements.rst:359 msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)*" msgstr "*Voorbeeld: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)*" #: ../../docs/about/system_requirements.rst:352 msgid "" "**Mobile renderer:** SoC featuring GPU with full Vulkan 1.2 support, or " "Metal 3 support (iOS/iPadOS)" msgstr "" #: ../../docs/about/system_requirements.rst:366 msgid "" "**For native exports:** Android 9.0, iOS 14.1 (Forward+/Mobile, Vulkan), iOS " "16.0 (Forward+/Mobile, Metal)" msgstr "" #: ../../docs/about/system_requirements.rst:368 msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" msgstr "" #: ../../docs/about/system_requirements.rst:374 msgid "" "Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" "OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " "have fewer driver issues." msgstr "" #: ../../docs/about/faq.rst:-1 msgid "FAQ" msgstr "FAQ" #: ../../docs/about/faq.rst:9 #: ../../docs/community/asset_library/what_is_assetlib.rst:42 msgid "Frequently asked questions" msgstr "Veelgestelde vragen" #: ../../docs/about/faq.rst:12 msgid "" "What can I do with Godot? How much does it cost? What are the license terms?" msgstr "" "Wat kan ik doen met Godot? Hoeveel kost het? Wat zijn de licentievoorwaarden?" #: ../../docs/about/faq.rst:14 #, fuzzy msgid "" "Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " "\"free speech\" as well as in \"free beer.\"" msgstr "" "Godot is `vrij en openbron Software `_ en gratis beschikbaar onder de `OSI-goedgekeurde " "`_ MIT licentie. Dit betekent dat je " "vrij bent om de software te gebruiken hoe je het zelf wil, en dat je er " "niets voor hoeft te betalen." #: ../../docs/about/faq.rst:18 msgid "In short:" msgstr "In het kort:" #: ../../docs/about/faq.rst:20 msgid "" "You are free to download and use Godot for any purpose: personal, non-" "profit, commercial, or otherwise." msgstr "" "Je bent vrij om Godot te downloaden en gebruiken voor eender welk doeleinde: " "persoonlijk, non-profit, commercieel of andere." #: ../../docs/about/faq.rst:21 msgid "" "You are free to modify, distribute, redistribute, and remix Godot to your " "heart's content, for any reason, both non-commercially and commercially." msgstr "" "Je kunt Godot naar wens aanpassen, (her)distribueren en remixen voor ieder " "doeleinde, voor zowel commercieel als non-commerciële doeleinde." #: ../../docs/about/faq.rst:24 msgid "" "All the contents of this accompanying documentation are published under the " "permissive Creative Commons Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"Juan " "Linietsky, Ariel Manzur and the Godot Engine community.\"" msgstr "" "De volledige inhoud van deze begeleidende documentatie valt onder de " "permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 `_) licentie, met attributie naar " "\"Juan Linietsky, Ariel Manzur and the Godot Engine community.\"" #: ../../docs/about/faq.rst:28 msgid "" "Logos and icons are generally under the same Creative Commons license. Note " "that some third-party libraries included with Godot's source code may have " "different licenses." msgstr "" "Logos en iconen staan over het algemeen onder dezelfde Creative Commons " "licentie. Let er op dat sommige libraries van derden die in Godot's broncode " "zitten mogelijk andere licencties kunnen hebben." #: ../../docs/about/faq.rst:32 #, fuzzy msgid "" "For full details, look at the `COPYRIGHT.txt `_ as well as the `LICENSE.txt `_ and " "`LOGO_LICENSE.txt `_ files in the Godot repository." msgstr "" "Voor volledige details, zie `COPYRIGHT.txt `_ , `LICENSE.txt `_ en `LOGO_LICENSE.txt `_ in de Godot " "reporitory. Deze bestanden zijn in het engels." #: ../../docs/about/faq.rst:37 msgid "" "Also, see `the license page on the Godot website `_." msgstr "" "Bekijk ook `de licentie pagina op de Godot website `_." #: ../../docs/about/faq.rst:40 msgid "Which platforms are supported by Godot?" msgstr "Welke platformen worden ondersteund door Godot?" #: ../../docs/about/faq.rst:42 msgid "**For the editor:**" msgstr "**Voor de editor:**" #: ../../docs/about/faq.rst:44 ../../docs/about/faq.rst:52 #: ../../docs/about/faq.rst:259 #: ../../docs/tutorials/rendering/jitter_stutter.rst:116 #: ../../docs/tutorials/ui/gui_using_fonts.rst:813 #: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:16 msgid "Windows" msgstr "Windows" #: ../../docs/about/faq.rst:45 ../../docs/about/faq.rst:53 #: ../../docs/about/faq.rst:270 #: ../../docs/tutorials/editor/default_key_mapping.rst:32 #: ../../docs/tutorials/editor/default_key_mapping.rst:102 #: ../../docs/tutorials/editor/default_key_mapping.rst:123 #: ../../docs/tutorials/editor/default_key_mapping.rst:178 #: ../../docs/tutorials/editor/default_key_mapping.rst:255 #: ../../docs/tutorials/editor/default_key_mapping.rst:344 #: ../../docs/tutorials/editor/default_key_mapping.rst:391 #: ../../docs/tutorials/editor/default_key_mapping.rst:402 #: ../../docs/tutorials/editor/default_key_mapping.rst:415 #: ../../docs/tutorials/editor/default_key_mapping.rst:446 #: ../../docs/tutorials/editor/default_key_mapping.rst:459 #: ../../docs/tutorials/editor/default_key_mapping.rst:482 #: ../../docs/tutorials/editor/default_key_mapping.rst:499 #: ../../docs/tutorials/editor/default_key_mapping.rst:538 #: ../../docs/tutorials/editor/default_key_mapping.rst:565 #: ../../docs/tutorials/rendering/jitter_stutter.rst:170 #: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:30 msgid "macOS" msgstr "macOS" #: ../../docs/about/faq.rst:46 ../../docs/about/faq.rst:54 #: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:58 msgid "Linux, \\*BSD" msgstr "Linux, \\*BSD" #: ../../docs/about/faq.rst:47 msgid "Android (experimental)" msgstr "Android (experimenteel)" #: ../../docs/about/faq.rst:48 msgid "`Web `__ (experimental)" msgstr "`Web `__ (experimenteel)" #: ../../docs/about/faq.rst:50 msgid "**For exporting your games:**" msgstr "**Voor het exporteren van spellen:**" #: ../../docs/about/faq.rst:55 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:328 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.4.rst:202 #: ../../docs/tutorials/export/one-click_deploy.rst:103 #: ../../docs/tutorials/platform/android/index.rst:4 #: ../../docs/tutorials/rendering/jitter_stutter.rst:177 #: ../../docs/tutorials/ui/gui_using_fonts.rst:813 #: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:146 msgid "Android" msgstr "Android" #: ../../docs/about/faq.rst:56 #: ../../docs/tutorials/rendering/jitter_stutter.rst:184 #: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:133 msgid "iOS" msgstr "IOS" #: ../../docs/about/faq.rst:57 #: ../../docs/tutorials/export/one-click_deploy.rst:124 #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:378 #: ../../docs/tutorials/platform/web/index.rst:7 #: ../../docs/tutorials/rendering/renderers.rst:158 #: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:368 #: ../../docs/engine_details/development/debugging/using_sanitizers.rst:200 #: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:138 msgid "Web" msgstr "Web" #: ../../docs/about/faq.rst:59 msgid "" "Both 32- and 64-bit binaries are supported where it makes sense, with 64 " "being the default. Official macOS builds support Apple Silicon natively as " "well as x86_64." msgstr "" "Zowel 32- als 64-bit binaries zijn ondersteund waar het logisch is, daarbij " "is 64 de standaard. De officiële macOS builds ondersteunen Apple Silicon en " "x86_64." #: ../../docs/about/faq.rst:62 msgid "" "Some users also report building and using Godot successfully on ARM-based " "systems with Linux, like the Raspberry Pi." msgstr "" "Sommige gebruikers hebben ook vermeld Godot succesvol te kunnen draaien op " "ARM-gebaseerde systemen met Linux, zoals de Raspberry Pi." #: ../../docs/about/faq.rst:65 msgid "" "The Godot team can't provide an open source console export due to the " "licensing terms imposed by console manufacturers. Regardless of the engine " "you use, though, releasing games on consoles is always a lot of work. You " "can read more about :ref:`doc_consoles`." msgstr "" "Het Godot-team kan geen open bron export leveren voor de consoles, door de " "licentie-voorwaarden die zijn gesteld door console-fabrikanten. Ongeacht de " "engine die je gebruikt, blijft het uitbrengen van spellen op consoles altijd " "veel werk. Je kunt hier meer over lezen :ref:`doc_consoles`." #: ../../docs/about/faq.rst:70 msgid "" "For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." msgstr "" "Voor meer informatie hierover, zie de secties over :ref:`exporteren ` en :ref:`Zelf Godot compileren`." #: ../../docs/about/faq.rst:75 msgid "" "Godot 3 also had support for Universal Windows Platform (UWP). This platform " "port was removed in Godot 4 due to lack of maintenance, and it being " "deprecated by Microsoft. It is still available in the current stable release " "of Godot 3 for interested users." msgstr "" "Godot 3 had ook ondersteuning voor het Universal Windwos Platform (UWP). " "Deze platformversie was verwijderd in Godot 4 vanwege gebrek aan onderhoud, " "en omdat het uitgefaseerd is door Microsoft. Voor geïnteresseerde gebruikers " "is dit nog beschikbaar in de huidige versie van Godot 3." #: ../../docs/about/faq.rst:81 msgid "Which programming languages are supported in Godot?" msgstr "Welke programmeertalen worden ondersteund in Godot?" #: ../../docs/about/faq.rst:83 msgid "" "The officially supported languages for Godot are GDScript, C#, and C++. See " "the subcategories for each language in the :ref:`scripting ` section." msgstr "" "De officieel ondersteunde talen voor Godot zijn GDScript, C# en C++. Zie de " "subcategorieën voor elke taal in de :ref:`scripting ` " "sectie." #: ../../docs/about/faq.rst:86 msgid "" "If you are just starting out with either Godot or game development in " "general, GDScript is the recommended language to learn and use since it is " "native to Godot. While scripting languages tend to be less performant than " "lower-level languages in the long run, for prototyping, developing Minimum " "Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " "provide a fast, friendly, and capable way of developing your games." msgstr "" "Als je net begint met Godot of game ontwikkeling, is GDScript de aanbevolen " "taal om te leren en te gebruiken, aangezien het ingebouwd is in Godot. " "Hoewel scripting talen vaak minder performant zijn dan talen op een lager " "niveau, biedt GDScript een snelle, gebruiksvriendelijk en capabele manier om " "games te ontwikkelen voor prototypes en minimaal vatbare producten (MVP's) " "en een vlugge Time-To-Market." #: ../../docs/about/faq.rst:93 #, fuzzy msgid "" "Note that C# support is still relatively new, and as such, you may encounter " "some issues along the way. C# support is also currently missing on the web " "platform. Our friendly and hard-working development community is always " "ready to tackle new problems as they arise, but since this is an open source " "project, we recommend that you first do some due diligence yourself. " "Searching through discussions on `open issues `__ " "is a great way to start your troubleshooting." msgstr "" "Houd er rekening mee dat C# ondersteuning nog relatief nieuw is, en dat je " "dus nog enkele problemen kan tegenkomen. C# ondersteuning mist momenteel nog " "op Android, iOS en web platformen. Onze vriendelijke en hardwerkende " "ontwikkelaarscommunity is altijd klaar om nieuwe problemen aan te pakken " "wanneer die zich voordoen, maar aangezien dit een open-source project is " "wordt er wel enige inspanning van je verwacht. Discussies doorzoeken in de " "`open issues voor dotnet `_ is een goede manier om je " "problemen te beginnen oplossen." #: ../../docs/about/faq.rst:102 msgid "" "As for new languages, support is possible via third parties with " "GDExtensions. (See the question about plugins below). Work is currently " "underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." msgstr "" "Voor nieuwe programmeertalen is ondersteuning mogelijk via derden met behulp " "van GDExtensions. (Zie de vraag over plug-ins hieronder). Zo wordt " "bijvoorbeeld momenteel gewerkt aan onofficiële koppelingen voor `Python " "` _ en `Nim `_." #: ../../docs/about/faq.rst:109 msgid "What is GDScript and why should I use it?" msgstr "Wat is GDScript en waarom zou ik het gebruiken?" #: ../../docs/about/faq.rst:111 msgid "" "GDScript is Godot's integrated scripting language. It was built from the " "ground up to maximize Godot's potential in the least amount of code, " "affording both novice and expert developers alike to capitalize on Godot's " "strengths as fast as possible. If you've ever written anything in a language " "like Python before, then you'll feel right at home. For examples and a " "complete overview of the power GDScript offers you, check out " "the :ref:`GDScript scripting guide `." msgstr "" "GDScript is de ingebouwde scripting taal van Godot. Het is ontwikkeld om het " "potentieel van Godot te maximaliseren met zo weinig mogelijk code, zodat " "zowel nieuwe als ervaren ontwikkelaars zo snel mogelijk kunnen profiteren " "van Godots sterke punten. Als je ooit al iets hebt geschreven in een taal " "als Python dan zul je je thuis voelen. Bekijk de :ref:`GDScript gids " "` voor voorbeelden, geschiedenis, en een volledig overzicht " "van de kracht die GDScript jou biedt." #: ../../docs/about/faq.rst:118 #, fuzzy msgid "" "There are several reasons to use GDScript, but the most salient reason is " "the overall **reduction of complexity**." msgstr "" "Er zijn verschillende redenen om GDScript te gebruiken -- zeker wanneer je " "werkt aan prototypes, nog in de alpha/beta fase van het project zit, of als " "je niet de volgende AAA game aan het bouwen bent -- maar de voornaamste " "reden is dat het alles **wat makkelijker maakt**." #: ../../docs/about/faq.rst:121 msgid "" "The original intent of creating a tightly integrated, custom scripting " "language for Godot was two-fold: first, it reduces the amount of time " "necessary to get up and running with Godot, giving developers a rapid way of " "exposing themselves to the engine with a focus on productivity; second, it " "reduces the overall burden of maintenance, attenuates the dimensionality of " "issues, and allows the developers of the engine to focus on squashing bugs " "and improving features related to the engine core, rather than spending a " "lot of time trying to get a small set of incremental features working across " "a large set of languages." msgstr "" "De oorspronkelijke bedoeling van het creëren van een strak geïntegreerde, " "aangepaste scripttaal voor Godot was tweeledig: enerzijds vermindert het de " "hoeveelheid tijd die nodig is om aan de slag te gaan met Godot, zodat " "spelontwikkelaars zich snel kunnen vertrouwd maken met de engine en focussen " "op productiviteit; anderzijds vergemakkelijkt het het onderhoud, vermindert " "het de complexiteit van problemen en laat het de engine-ontwikkelaars toe om " "zich te concentreren op oplossen van bugs en verbeteren van functionaliteit " "- in plaats van veel tijd te besteden om te proberen een beperkte functieset " "correct te laten werken in een groot aantal programmeertalen." #: ../../docs/about/faq.rst:129 #, fuzzy msgid "" "Since Godot is an open source project, it was imperative from the start to " "prioritize a more integrated and seamless experience over attracting " "additional users by supporting more familiar programming languages, " "especially when supporting those more familiar languages would result in a " "worse experience. We understand if you would rather use another language in " "Godot (see the list of supported options above). That being said, if you " "haven't given GDScript a try, try it for **three days**. Just like Godot, " "once you see how powerful it is and how rapid your development becomes, we " "think GDScript will grow on you." msgstr "" "Aangezien Godot een opensource project is, volgde het dat er vanaf het begin " "hoofdzakelijk aandacht was voor meer geïntegreerde en naadloze ervaringen, " "naast ondersteuning van meer bekende programmeertalen, vooral wanneer deze " "talen in een slechtere ervaring voor de gebruiker zouden resulteren. We " "hebben er begrip voor als je liever een andere taal zou gebruiken met Godot " "(zie de lijst met ondersteunde opties hierboven). Dat gezegd hebbende, als " "je GDScript nog niet eerder hebt geprobeerd, probeer het dan voor **drie " "dagen**. Wij geloven dat GDScript je zal bevallen eens je hebt ondervonden " "hoe krachtig het is en hoe snel je ontwikkeling erdoor wordt." #: ../../docs/about/faq.rst:138 msgid "" "More information about getting comfortable with GDScript or dynamically " "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " "tutorial." msgstr "" "Meer informatie over vertrouwd worden met GDScript of dynamically typed " "programmeertalen is te vinden in de :ref:`doc_gdscript_more_efficiently` " "tutorial." #: ../../docs/about/faq.rst:142 msgid "What were the motivations behind creating GDScript?" msgstr "Wat waren de redenen voor het creëren van GDScript?" #: ../../docs/about/faq.rst:144 msgid "" "In the early days, the engine used the `Lua `__ " "scripting language. Lua can be fast thanks to LuaJIT, but creating bindings " "to an object-oriented system (by using fallbacks) was complex and slow and " "took an enormous amount of code. After some experiments with `Python " "`__, that also proved difficult to embed." msgstr "" "In het begin gebruikte de engine de `Lua `__ script " "taal. Lua kan door LuaJIT snel zijn, maar verbinden met een object " "georiënteerd systeem (door het gebruiken van terugkoppelingen) was te " "complex en langzaam en vergde een enorme hoeveelheid code. Na experimentatie " "met `Python `__, bleek het ook moeilijk " "integreerbaar te zijn." #: ../../docs/about/faq.rst:150 msgid "" "The main reasons for creating a custom scripting language for Godot were:" msgstr "" "De hoofdreden voor de creatie van een scripting taal speciaal voor Godot " "waren:" #: ../../docs/about/faq.rst:152 msgid "" "Poor threading support in most script VMs, and Godot uses threads (Lua, " "Python, Squirrel, JavaScript, ActionScript, etc.)." msgstr "" "Een slechte thread ondersteuning in de meeste script VMs en Godot gebruikt " "threads (Lua, Python, Squirrel, JS, AS, etc.)." #: ../../docs/about/faq.rst:154 msgid "" "Poor class-extending support in most script VMs, and adapting to the way " "Godot works is highly inefficient (Lua, Python, JavaScript)." msgstr "" "Een zwakke ondersteuning om een class uit te breiden voor de meeste script " "VMs en om deze aan te passen aan de manier waarop Godot werkt was erg " "onefficiënt (Lua, Python, JavaScript)." #: ../../docs/about/faq.rst:156 msgid "" "Many existing languages have horrible interfaces for binding to C++, " "resulting in a large amount of code, bugs, bottlenecks, and general " "inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus " "on a great engine, not a great number of integrations." msgstr "" "Veel bestaande programmeertalen hebben een vreselijke interface om met C++ " "te werken, wat resulteert in een grote hoeveelheid code, fouten, knelpunten " "en algemene onefficiëntie (Lua, Python, Squirrel, JavaScript, etc.). We " "wilden ons concentreren op een goede engine en niet op een gigantisch aantal " "integraties." #: ../../docs/about/faq.rst:160 #, fuzzy msgid "" "No native vector types (Vector3, Transform3D, etc.), resulting in highly " "reduced performance when using custom types (Lua, Python, Squirrel, " "JavaScript, ActionScript, etc.)." msgstr "" "Geen ingebouwde vector types (vector3, matrix4, enz.), wat resulteert in " "sterk verminderde prestaties bij gebruik van aangepaste types (Lua, Python, " "Squirrel, JS, AS, enz.)." #: ../../docs/about/faq.rst:163 msgid "" "Garbage collector results in stalls or unnecessarily large memory usage " "(Lua, Python, JavaScript, ActionScript, etc.)." msgstr "" "De automatische geheugenbeheerder zorgde voor stotters en onnodig veel " "geheugen gebruik (Lua, Python, JavaScript, ActionScript, etc.)." #: ../../docs/about/faq.rst:165 msgid "" "Difficulty integrating with the code editor for providing code completion, " "live editing, etc. (all of them)." msgstr "" "Moeilijke integratie met broncode editors voor het verstrekken van code " "aanvullingen, live bewerking, etc. (al deze functionaliteiten)." #: ../../docs/about/faq.rst:168 msgid "GDScript was designed to curtail the issues above, and more." msgstr "" "GDScript werd ontworpen om bovenstaande en bijkomende problemen tot een " "minimum te beperken." #: ../../docs/about/faq.rst:173 #, fuzzy msgid "Which programming language is fastest?" msgstr "Welke programmeertalen worden ondersteund in Godot?" #: ../../docs/about/faq.rst:175 msgid "" "In most games, the *scripting language* itself is not the cause of " "performance problems. Instead, performance is slowed by inefficient " "algorithms (which are slow in all languages), by GPU performance, or by the " "common C++ engine code like physics or navigation. All languages supported " "by Godot are fast enough for general-purpose scripting. You should choose a " "language based on other factors, like ease-of-use, familiarity, platform " "support, or language features." msgstr "" #: ../../docs/about/faq.rst:182 msgid "" "In general, the performance of C# and GDScript is within the same order of " "magnitude, and C++ is faster than both." msgstr "" "Over het algemeen liggen de prestaties van C# GDScript in dezelfde orde van " "grootte, en is C++ sneller dan beide." #: ../../docs/about/faq.rst:185 msgid "" "Comparing GDScript performance to C# is tricky, since C# can be faster in " "some specific cases. The C# *language* itself tends to be faster than " "GDScript, which means that C# can be faster in situations with few calls to " "Godot engine code. However, C# can be slower than GDScript when making many " "Godot API calls, due to the cost of *marshalling*. C#'s performance can also " "be brought down by garbage collection which occurs at random and " "unpredictable moments. This can result in stuttering issues in complex " "projects, and is not exclusive to Godot." msgstr "" #: ../../docs/about/faq.rst:193 msgid "" "C++, using :ref:`GDExtension `, will almost always " "be faster than either C# or GDScript. However, C++ is less easy to use than " "C# or GDScript, and is slower to develop with." msgstr "" #: ../../docs/about/faq.rst:197 msgid "" "You can also use multiple languages within a single project, " "with :ref:`cross-language scripting `, or by " "using GDExtension and scripting languages together. Be aware that doing so " "comes with its own complications." msgstr "" #: ../../docs/about/faq.rst:203 msgid "What 3D model formats does Godot support?" msgstr "Welke 3D-model formaten ondersteunt Godot?" #: ../../docs/about/faq.rst:205 msgid "" "You can find detailed information on supported formats, how to export them " "from your 3D modeling software, and how to import them for Godot in " "the :ref:`doc_importing_3d_scenes` documentation." msgstr "" "Je kunt gedetailleerde informatie vinden over ondersteunde formaten, hoe ze " "uit je 3D-model software kunnen exporteren, en ze weer kan importeren in " "Godot in de :ref:`doc_importing_3d_scenes` documentatie." #: ../../docs/about/faq.rst:210 msgid "" "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" msgstr "" "Zal [noem een gesloten SDK zoals FMOD, GameWorks, etc.] ooit worden " "ondersteund in Godot?" #: ../../docs/about/faq.rst:212 msgid "" "The aim of Godot is to create a free and open source MIT-licensed engine " "that is modular and extendable. There are no plans for the core engine " "development community to support any third-party, closed-source/proprietary " "SDKs, as integrating with these would go against Godot's ethos." msgstr "" "Het doel van Godot is om een vrije en open-source engine met MIT-licentie te " "maken, die modulair en uitbreidbaar is. De kernontwikkelaars van de engine " "hebben geen plannen om closed-source/merkgebonden SDKs te ondersteunen, " "aangezien dit zou indruisen tegen Godot's ethos." #: ../../docs/about/faq.rst:217 msgid "" "That said, because Godot is open source and modular, nothing prevents you or " "anyone else interested in adding those libraries as a module and shipping " "your game with them, as either open- or closed-source." msgstr "" "Dit gezegd zijnde, aangezien Godot open-source is en modulair, is er niets " "wat jou of eender wie belemmert om deze bibliotheken als een module toe te " "voegen en samen met je spel open- of closed-source uit te geven." #: ../../docs/about/faq.rst:221 msgid "" "To see how support for your SDK of choice could still be provided, look at " "the Plugins question below." msgstr "" "Zie de Plugins vraag verderop om te leren hoe de SDK die je hebt gekozen " "toch nog kan worden ondersteund." #: ../../docs/about/faq.rst:224 msgid "" "If you know of a third-party SDK that is not supported by Godot but that " "offers free and open source integration, consider starting the integration " "work yourself. Godot is not owned by one person; it belongs to the " "community, and it grows along with ambitious community contributors like you." msgstr "" "Als je een SDK van derden kent die niet door Godot wordt ondersteund, maar " "die gratis en open-source integratie biedt, overweeg dan om het " "integratiewerk zelf te starten. Godot is niet het eigendom van één persoon; " "het is van de gemeenschap en groeit dankzij ambitieuze vrijwilligers zoals " "jijzelf." #: ../../docs/about/faq.rst:230 msgid "How can I extend Godot?" msgstr "Hoe kan ik Godot uitbreiden?" #: ../../docs/about/faq.rst:232 msgid "" "For extending Godot, like creating Godot Editor plugins or adding support " "for additional languages, take a look at :ref:`EditorPlugins " "` and tool scripts." msgstr "" "Om Godot uit te breiden, bvb. met het maken van Godot Editor plugins of om " "ondersteuning voor bijkomende programmeertalen toe te voegen, gelieve " "de :ref:`EditorPlugins ` en de tool scripts te " "raadplegen." #: ../../docs/about/faq.rst:236 msgid "" "Also, see the official blog post on GDExtension, a way to develop native " "extensions for Godot:" msgstr "" "Zie ook de officiële blog posts over GDExtension, een manier om native " "extensies te maken voor Godot:" #: ../../docs/about/faq.rst:238 msgid "" "`Introducing GDNative's successor, GDExtension `_" msgstr "" "`Zie hier de opvolger van GDNative; GDExtension `_" #: ../../docs/about/faq.rst:240 #, fuzzy msgid "" "You can also take a look at the GDScript implementation, the Godot modules, " "as well as the `Jolt physics engine integration `__ for Godot. This would be a good starting point to see " "how another third-party library integrates with Godot." msgstr "" "Je kan ook een kijkje nemen in de GDScript-implementatie, de Godot-modules, " "evenals de `onofficiële Python-ondersteuning ` _ voor Godot. Dit is een goed uitgangspunt om te zien hoe een " "externe bibliotheek integreert met Godot." #: ../../docs/about/faq.rst:246 msgid "" "How do I install the Godot editor on my system (for desktop integration)?" msgstr "" "Hoe installeer ik de Godot editor op mijn systeem (voor desktop integratie)?" #: ../../docs/about/faq.rst:248 msgid "" "Since you don't need to actually install Godot on your system to run it, " "this means desktop integration is not performed automatically. There are two " "ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " "`__ (Windows), `Homebrew `__ (macOS) or " "`Flathub `__ " "(Linux). This will automatically perform the required steps for desktop " "integration." msgstr "" "Omdat het installeren van Godot niet vereist is om het te draaien, is " "desktop integratie niet een gegeven, daarvoor zal je Godot voor moeten " "installeren. Installeren kan vanaf `Steam `__ (all platforms), `Scoop `__ " "(Windows), `Homebrew `__ (macOS) of `Flathub `__ (Linux). Dit zal " "automatisch de vereiste stappen voor desktop integratie uitvoeren bij de " "installatie." #: ../../docs/about/faq.rst:256 msgid "" "Alternatively, you can manually perform the steps that an installer would do " "for you:" msgstr "" "Er is ook de optie om deze installatie-handelingen voor desktop integratie " "handmatig te doen:" #: ../../docs/about/faq.rst:261 msgid "" "Move the Godot executable to a stable location (i.e. outside of your " "Downloads folder), so you don't accidentally move it and break the shortcut " "in the future." msgstr "" "Verplaats daarvoor de Godot executable naar een vaste plek (buiten mappen " "zoals de Downloads map), zodat je niet per ongeluk deze inhoud verplaatst en " "de koppeling breekt." #: ../../docs/about/faq.rst:263 msgid "Right-click the Godot executable and choose **Create Shortcut**." msgstr "" "Klik met je rechtermuisknop op de Godot executable en kies voor een " "**Snelkoppeling maken**." #: ../../docs/about/faq.rst:264 msgid "" "Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start " "Menu\\Programs``. This is the user-wide location for shortcuts that will " "appear in the Start menu. You can also pin Godot in the task bar by right-" "clicking the executable and choosing **Pin to Task Bar**." msgstr "" "Verplaats deze gemaakte snelkoppeling vervolgens naar ``%APPDATA%" "\\Microsoft\\Windows\\Start Menu\\Programs``. Deze locatie is beschikbaar " "voor de gebruikers om snelkoppelingen in te plaatsen, en worden weergegeven " "in het Start menu. Er is ook de optie om Godot vast te pinnen op de taakbalk " "door met je rechtermuisknop op de executable te klikken en **Pin op " "Taakbalk** te kiezen." #: ../../docs/about/faq.rst:272 msgid "" "Drag the extracted Godot application to ``/Applications/Godot.app``, then " "drag it to the Dock if desired. Spotlight will be able to find Godot as long " "as it's in ``/Applications`` or ``~/Applications``." msgstr "" "Sleep de uitgepakte Godot applicatie naar ``/Applications/Godot.app``, om " "vervolgens het naar de Dock te slepen als dit gewenst is. Spotlight kan " "Godot vinden zolang het onder ``/Applications`` of ``~/Applications`` staat." #: ../../docs/about/faq.rst:277 #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:354 #: ../../docs/tutorials/rendering/jitter_stutter.rst:151 #: ../../docs/tutorials/ui/gui_using_fonts.rst:813 msgid "Linux" msgstr "Linux" #: ../../docs/about/faq.rst:279 msgid "" "Move the Godot binary to a stable location (i.e. outside of your Downloads " "folder), so you don't accidentally move it and break the shortcut in the " "future." msgstr "" "Verplaats daarvoor de Godot binary naar een vaste plek (buiten mappen zoals " "de Downloads map), zodat je niet per ongeluk deze inhoud verplaatst en de " "koppeling breekt." #: ../../docs/about/faq.rst:281 msgid "" "Rename and move the Godot binary to a location present in your ``PATH`` " "environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" "bin/godot``. Doing this requires administrator privileges, but this also " "allows you to :ref:`run the Godot editor from a terminal " "` by entering ``godot``." msgstr "" "Hernoem en verplaats de Godot binary naar een locatie die in je ``PATH`` " "environment variable staat. Dit is doorgaans ``/usr/local/bin/godot`` of ``/" "usr/bin/godot``. Dit zal administratieve rechten vereisen op het systeem, " "maar vermakkelijkt verder gebruik omdat je dan :ref:`de Godot editor vanaf " "een terminal kan opstarten ` door ``godot`` in te " "typen in een terminal." #: ../../docs/about/faq.rst:287 msgid "" "If you cannot move the Godot editor binary to a protected location, you can " "keep the binary somewhere in your home directory, and modify the ``Path=`` " "line in the ``.desktop`` file linked below to contain the full *absolute* " "path to the Godot binary." msgstr "" "Als je de Godot editor binary niet naar een beveiligde locatie mag " "verplaatsen, kan je de binary ook plaatsen in de thuis map van je huidige " "gebruiker. Pas dan wel het ``Path=`` attribuut aan die in onderstaand " "``.desktop`` bestand staat. Dit pad dient volledig en absoluut te zijn, " "verwijs naar de Godot binary." #: ../../docs/about/faq.rst:292 msgid "" "Save `this .desktop file `__ to " "``$HOME/.local/share/applications/``. If you have administrator privileges, " "you can also save the ``.desktop`` file to ``/usr/local/share/applications`` " "to make the shortcut available for all users." msgstr "" "Sla `dit .desktop bestand `__ op in " "``$HOME/.local/share/applications/``. Als je administratieve rechten hebt op " "het systeem, kan je het ``.desktop`` bestand opslaan onder ``/usr/local/" "share/applications`` zodat het beschikbaar is voor alle gebruikers." #: ../../docs/about/faq.rst:298 msgid "Is the Godot editor a portable application?" msgstr "Is de Godot editor portable? Is de applicatie op zichzelf staand?" #: ../../docs/about/faq.rst:300 msgid "" "In its default configuration, Godot is *semi-portable*. Its executable can " "run from any location (including non-writable locations) and never requires " "administrator privileges." msgstr "" "In de standaard configuratie, staat Godot deels op zichzelf. De executable " "kan vanaf elke locatie gedraaid worden (zelfs locaties waar je niet naar kan " "wegschrijven) en vereist nooit administratieve rechten." #: ../../docs/about/faq.rst:304 msgid "" "However, configuration files will be written to the user-wide configuration " "or data directory. This is usually a good approach, but this means " "configuration files will not carry across machines if you copy the folder " "containing the Godot executable. See :ref:`doc_data_paths` for more " "information." msgstr "" "Echter, configuratie bestanden worden wel weggeschreven naar waar gebruikers " "configuraties staan of de data map. Dit is gebruikelijk, maar betekend wel " "dat deze configuraties los op het systeem staan en niet standaard mee gaan " "met de map waar Godot in staat omdat ze elders staan. " "Bekijk :ref:`doc_data_paths` voor verdere informatie." #: ../../docs/about/faq.rst:309 #, fuzzy msgid "" "If *true* portable operation is desired (e.g. for use on a USB stick), " "follow the steps in :ref:`doc_data_paths_self_contained_mode`." msgstr "" "Als je deze configuratie ook wilt meenemen (voor bijvoorbeeld Godot " "gebruiken vanaf een USB-stick), kan je de stappen volgen " "onder :ref:`doc_data_paths_self_contained_mode`." #: ../../docs/about/faq.rst:313 msgid "Why does Godot aim to keep its core feature set small?" msgstr "Waarom probeert Godot zijn kern functie-set zo klein te houden?" #: ../../docs/about/faq.rst:315 msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of something not used often " "is advanced artificial intelligence functionality." msgstr "" "Godot bevat opzettelijk geen functionaliteiten die geïmplementeerd kunnen " "worden door middel van add-ons, tenzij ze vaak gebruikt worden. Een " "voorbeeld hiervan zou een functionaliteit voor geavanceerde kunstmatige " "intelligentie zijn." #: ../../docs/about/faq.rst:319 msgid "There are several reasons for this:" msgstr "Er zijn meerdere redenen hiervoor:" #: ../../docs/about/faq.rst:321 msgid "" "**Code maintenance and surface for bugs.** Every time we accept new code in " "the Godot repository, existing contributors often take the responsibility of " "maintaining it. Some contributors don't always stick around after getting " "their code merged, which can make it difficult for us to maintain the code " "in question. This can lead to poorly maintained features with bugs that are " "never fixed. On top of that, the \"API surface\" that needs to be tested and " "checked for regressions keeps increasing over time." msgstr "" "**Code onderhoud en risico voor fouten**. Elke keer als we een nieuwe code " "accepteren in de Godot repository, nemen bestaande bijdragers vaak de " "verantwoordelijkheid om het te behouden. Sommige vrijwilligers blijven niet " "beschikbaar nadat hun code samengevoegd en gebruikt wordt, wat het moeilijk " "kan maken om de code in kwestie te behouden. Dit kan leiden tot slecht " "onderhouden delen van de software met fouten die nooit worden opgelost. " "Daarnaast is het \"API oppervlak\" wat getest en gecontroleerd wordt steeds " "groter." #: ../../docs/about/faq.rst:329 msgid "" "**Ease of contribution.** By keeping the codebase small and tidy, it can " "remain fast and easy to compile from source. This makes it easier for new " "contributors to get started with Godot, without requiring them to purchase " "high-end hardware." msgstr "" "**Gemak van bijdrage** Door de codebasis klein en schoon te houden, blijft " "het mogelijk om de broncode snel en eenvoudig te compileren. Dit maakt het " "gemakkelijker voor nieuwe bijdragers om met Godot te beginnen, zonder dat er " "high-end hardware benodigd is." #: ../../docs/about/faq.rst:334 msgid "" "**Keeping the binary size small for the editor.** Not everyone has a fast " "Internet connection. Ensuring that everyone can download the Godot editor, " "extract it and run it in less than 5 minutes makes Godot more accessible to " "developers in all countries." msgstr "" "**De binary van de editor klein houden**. Niet iedereen heeft een snelle " "internetverbinding. Om ervoor te zorgen dat iedereen de Godot editor kan " "gebruiken, zal het downloaden, uitpakken en draaien ervan in minder dan vijf " "minuten kunnen; dit maakt Godot toegankelijker voor ontwikkelaars in alle " "landen." #: ../../docs/about/faq.rst:339 msgid "" "**Keeping the binary size small for export templates.** This directly " "impacts the size of projects exported with Godot. On mobile and web " "platforms, keeping file sizes low is important to ensure fast installation " "and loading on underpowered devices. Again, there are many countries where " "high-speed Internet is not readily available. To add to this, strict data " "usage caps are often in effect in those countries." msgstr "" "**De binary van export templates klein houden**. Dit heeft direct invloed op " "de grootte van de projecten geëxporteerd met Godot. Op mobiele en web " "platformen is het klein houden van bestanden essentieel om een snelle " "installatie en inlaad tijden te kunnen garanderen. Ook hier geldt dat niet " "iedereen een snelle internetverbinding heeft, en er ook internetverbindingen " "zijn met beperkingen op de hoeveelheid data die gebruikt mag worden." #: ../../docs/about/faq.rst:346 msgid "" "For all the reasons above, we have to be selective of what we can accept as " "core functionality in Godot. This is why we are aiming to move some core " "functionality to officially supported add-ons in future versions of Godot. " "In terms of binary size, this also has the advantage of making you pay only " "for what you actually use in your project. (In the meantime, you " "can :ref:`compile custom export templates with unused features disabled " "` to optimize the distribution size of your " "project.)" msgstr "" "Alle bovenstaande redenen zorgen ervoor dat we selectief zijn met wat wij " "verstaan onder kern-functionaliteit van Godot. Met toekomstige versies van " "Godot doelen we op het klein houden van de kern-functionaliteit, wat " "betekend dat bestaande kernfunctionaliteiten officieel ondersteunde add-ons " "kunnen worden. Hierdoor download je enkel wat je gebruikt binnen jouw " "project (en ook bij het exporteren van je project, " "want :ref:`functionaliteiten die je niet gebruikt hoeven dan ook niet in de " "executable van jouw spel `.)" #: ../../docs/about/faq.rst:355 msgid "" "How should assets be created to handle multiple resolutions and aspect " "ratios?" msgstr "" "Hoe moeten assets worden gemaakt om meerdere resoluties en hoogte-breedte " "verhoudingen aan te kunnen?" #: ../../docs/about/faq.rst:357 msgid "" "This question pops up often and it's probably thanks to the misunderstanding " "created by Apple when they originally doubled the resolution of their " "devices. It made people think that having the same assets in different " "resolutions was a good idea, so many continued towards that path. That " "originally worked to a point and only for Apple devices, but then several " "Android and Apple devices with different resolutions and aspect ratios were " "created, with a very wide range of sizes and DPIs." msgstr "" "Deze vraag komt regelmatig terug en is waarschijnlijk te danken aan het " "misverstand dat Apple heeft gecreëerd toen ze de resolutie van hun " "toestellen verdubbelden. Het liet mensen veronderstellen dat het een goed " "idee was om dezelfde assets in verschillende resoluties te hebben, dus " "gingen velen die weg op. Dat werkte oorspronkelijk ook tot op zekere hoogte, " "maar enkel voor Apple toestellen. Nadien werd een veelvoud Android- en Apple-" "toestellen met verschillende resoluties en beeldverhoudingen gemaakt, met " "een brede waaier aan formaten en DPI's." #: ../../docs/about/faq.rst:365 #, fuzzy msgid "" "The most common and proper way to achieve this is to, instead, use a single " "base resolution for the game and only handle different screen aspect ratios. " "This is mostly needed for 2D, as in 3D, it's just a matter of camera " "vertical or horizontal FOV." msgstr "" "De meest courante en meest geschikte werkwijze om hiermee om te gaan, is om " "een enkele basisresolutie te gebruiken voor het spel en alleen verschillende " "schermverhoudingen te aan te passen. Dit is vooral nodig voor 2D, want bij " "3D is het enkel kwestie van de XFov of YFov van de camera aan te passen." #: ../../docs/about/faq.rst:370 #, fuzzy msgid "" "Choose a single base resolution for your game. Even if there are devices " "that go up to 1440p and devices that go down to 400p, regular hardware " "scaling in your device will take care of this at little or no performance " "cost. The most common choices are either near 1080p (1920x1080) or 720p " "(1280x720). Keep in mind the higher the resolution, the larger your assets, " "the more memory they will take and the longer the time it will take for " "loading." msgstr "" "Kies een basisresolutie voor je spel. Ook al zijn er apparaten die tot 2K " "gaan en apparaten die naar 400p gaan, toch zal gewone hardware-schaling " "hiermee om kunnen gaan met weinig of geen impact op prestaties. De meest " "voorkomende keuzes zijn in de buurt van 1080p (1920x1080) of 720p " "(1280x720). Houd er rekening mee dat hoe hoger de resolutie, hoe groter uw " "assets, hoe meer geheugen er nodig zal zijn en hoe langer het duurt om ze te " "laden." #: ../../docs/about/faq.rst:378 #, fuzzy msgid "" "Use the stretch options in Godot; canvas items stretching while keeping " "aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial " "on how to achieve this." msgstr "" "Gebruik de uitrekmogelijkheden van Godot; 2D-uitrekken met behoud van " "beeldverhoudingen werkt het beste. Bekijk de: ref: " "`doc_multiple_resolutions` tutorial hierover hoe dit te bereiken." #: ../../docs/about/faq.rst:382 msgid "" "Determine a minimum resolution and then decide if you want your game to " "stretch vertically or horizontally for different aspect ratios, or if there " "is one aspect ratio and you want black bars to appear instead. This is also " "explained in :ref:`doc_multiple_resolutions`." msgstr "" "Bepaal een minimum resolutie en bepaal vervolgens of je je spel verticaal of " "horizontaal wilt uitrekken voor verschillende hoogte-breedte verhoudingen, " "ofwel dat er één hoogte-breedte verhouding is en dat je zwarte balken wilt " "weergeven. Dit wordt ook uitgelegd in :ref:`doc_multiple_resolutions`." #: ../../docs/about/faq.rst:387 msgid "" "For user interfaces, use the :ref:`anchoring ` to " "determine where controls should stay and move. If UIs are more complex, " "consider learning about Containers." msgstr "" "Gebruik voor gebruikersinterfaces de :ref:`anchoring ` " "om te bepalen waar besturingselementen moeten blijven of verschuiven. " "Overweeg om meer te leren over containers als de gebruikersinterface " "complexer is." #: ../../docs/about/faq.rst:391 msgid "And that's it! Your game should work in multiple resolutions." msgstr "En dat is het dan! Je spel zou in meerdere resoluties moeten werken." #: ../../docs/about/faq.rst:394 msgid "When is the next release of Godot out?" msgstr "Wanneer is de volgende release van Godot uit?" #: ../../docs/about/faq.rst:396 msgid "" "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " "more information." msgstr "" "Wanneer het af is! Bekijk " "ook :ref:`doc_release_policy_when_is_next_release_out`voor verdere " "informatie." #: ../../docs/about/faq.rst:400 msgid "Which Godot version should I use for a new project?" msgstr "Welke Godot versie zou ik moeten gebruiken voor een nieuw project?" #: ../../docs/about/faq.rst:402 msgid "" "We recommend using Godot 4.x for new projects, but depending on the feature " "set you need, it may be better to use 3.x instead. " "See :ref:`doc_release_policy_which_version_should_i_use` for more " "information." msgstr "" "We raden je aan om Godot 4.x te gebruiken voor nieuwe projecten, maar " "afhankelijk van de functionaliteit die je wilt gebruiken zou 3.x een betere " "keuze zijn. Bekijk " "hiervoor :ref:`doc_release_policy_which_version_should_i_use` voor verdere " "informatie." #: ../../docs/about/faq.rst:407 msgid "Should I upgrade my project to use new Godot versions?" msgstr "" "Is het verstandig om mijn project te upgraden naar een nieuwere Godot versie?" #: ../../docs/about/faq.rst:409 msgid "" "Some new versions are safer to upgrade to than others. In general, whether " "you should upgrade depends on your project's circumstances. " "See :ref:`doc_release_policy_should_i_upgrade_my_project` for more " "information." msgstr "" "Sommige nieuwe versies zijn gemakkelijker om naar te upgraden dan anderen. " "Het ligt vooral aan het project zelf, en daarvoor kan je het " "beste :ref:`doc_release_policy_should_i_upgrade_my_project` lezen voor " "verdere informatie." #: ../../docs/about/faq.rst:414 msgid "Should I use the Forward+, Mobile, or Compatibility renderer?" msgstr "" #: ../../docs/about/faq.rst:416 msgid "" "You can find a detailed comparison of the renderers in :ref:`doc_renderers`." msgstr "" "Je kan een gedetailleerde vergelijking van de renderers vinden " "in :ref:`doc_renderers`." #: ../../docs/about/faq.rst:419 msgid "I would like to contribute! How can I get started?" msgstr "Ik wil graag bijdragen! Waar kan ik beginnen?" #: ../../docs/about/faq.rst:421 msgid "" "Awesome! As an open source project, Godot thrives off of the innovation and " "the ambition of developers like you." msgstr "" "Geweldig! Als open-source project groeit Godot, allemaal dankzij de " "innovatie en ambitie van ontwikkelaars zoals jij." #: ../../docs/about/faq.rst:424 msgid "" "The best way to start contributing to Godot is by using it and reporting any " "`issues `_ that you might " "experience. A good bug report with clear reproduction steps helps your " "fellow contributors fix bugs quickly and efficiently. You can also report " "issues you find in the `online documentation `_." msgstr "" "De beste manier om mee te helpen aan Godot is door het te gebruiken, en als " "je problemen ervaart deze `door te geven `_. Een goede vermelding bevat duidelijke stappen zodat iemand " "anders het kan nabootsen, dit helpt de vrijwilligers om snel en efficiënt de " "problemen te verhelpen. Als je problemen ervaart met de online documentatie, " "kan je dit `ook doorgeven `_." #: ../../docs/about/faq.rst:430 msgid "" "If you feel ready to submit your first PR, pick any issue that resonates " "with you from one of the links above and try your hand at fixing it. You " "will need to learn how to compile the engine from sources, or how to build " "the documentation. You also need to get familiar with Git, a version control " "system that Godot developers use." msgstr "" "Als je klaar bent om te beginnen met je eerste bijdrage, kies dan een " "probleem die je interessant vind uit de lijsten in bovenstaande links. " "Onderweg zal je leren hoe je zelf de engine of documentatie kan samenstellen " "met jouw wijzigingen. Je zal bekend worden met Git, het versiebeheer systeem " "dat de Godot ontwikkelaars gebruiken." #: ../../docs/about/faq.rst:435 #, fuzzy msgid "" "We explain how to work with the engine source, how to edit the " "documentation, and what other ways to contribute are there in our " "`documentation for contributors `__." msgstr "" "We leggen je dit allemaal uit in onze :ref:`documentatie voor vrijwilligers " "` zodat jij kan bijdragen, er zijn ook vele andere " "manieren om bij te dragen." #: ../../docs/about/faq.rst:439 msgid "I have a great idea for Godot. How can I share it?" msgstr "Ik heb een geweldig idee voor Godot. Hoe kan ik het delen?" #: ../../docs/about/faq.rst:441 msgid "" "We are always looking for suggestions about how to improve the engine. User " "feedback is the main driving force behind our decision-making process, and " "limitations that you might face while working on your project are a great " "data point for us when considering engine enhancements." msgstr "" "We zijn altijd opzoek naar suggesties voor verbeteringen voor de engine. " "Feedback van gebruikers is wat wij voornamelijk gebruiken voor de keuzes die " "wij maken. De beperkingen waar jij tegenaan loopt zijn voor ons een goed " "begin voor de verbeteringen die wij gaan maken, feedback is van harte welkom." #: ../../docs/about/faq.rst:446 msgid "" "If you experience a usability problem or are missing a feature in the " "current version of Godot, start by discussing it with our `community " "`_. There may be other, perhaps better, " "ways to achieve the desired result that community members could suggest. And " "you can learn if other users experience the same issue, and figure out a " "good solution together." msgstr "" "Als je problemen ervaart bij het gebruiken of zelfs functionaliteit mist, ga " "dan met onze `community in gesprek `_. " "Er zijn wellicht andere, of misschien zelfs betere manieren waar die je dan " "te weten komt van elkaar om iets voor elkaar te krijgen. Je kan dan ook " "samen tot een goede oplossing komen en elkaar verder helpen." #: ../../docs/about/faq.rst:452 msgid "" "If you come up with a well-defined idea for the engine, feel free to open a " "`proposal issue `_. " "Try to be specific and concrete while describing your problem and your " "proposed solution — only actionable proposals can be considered. It is not " "required, but if you want to implement it yourself, that's always " "appreciated!" msgstr "" "Als je een duidelijk idee hebt voor de engine, voel je dan vrij om het `voor " "te stellen https://github.com/godotengine/godot-proposals/issues` _. Probeer " "hierbij specifiek en concreet te zijn bij het beschrijven van het probleem " "en hoe jouw oplossing werkt — enkel uitvoerbare voorstellen kunnen overwogen " "worden. Hoewel het niet verplicht is dat je zelf de oplossing ook maakt, " "wordt dat wel altijd gewaardeerd!" #: ../../docs/about/faq.rst:458 msgid "" "If you only have a general idea without specific details, you can open a " "`proposal discussion `_. These can be anything you want, and allow for a free-form " "discussion in search of a solution. Once you find one, a proposal issue can " "be opened." msgstr "" "Wanneer je enkel een algemeen idee zonder specifieke details hebt, kan je " "een `voorstel discussie openen `_. Dit kan van alles zijn, en staat een vrije " "discussie toe dat opzoek gaat naar een oplossing. Wanneer deze oplossing " "gevonden is kan het een voorstel zijn, zie hierboven voor het indienen van " "een voorstel." #: ../../docs/about/faq.rst:463 msgid "" "Please, read the `readme `_ document before creating a proposal to learn more " "about the process." msgstr "" "Lees alsjeblieft `het voorschrift `_ voordat je een voorstel maakt, zodat het " "proces hiervoor duidelijk is." #: ../../docs/about/faq.rst:469 msgid "Is it possible to use Godot to create non-game applications?" msgstr "" "Is het mogelijk om Godot te gebruiken voor andere applicaties dan " "videospellen?" #: ../../docs/about/faq.rst:471 msgid "" "Yes! Godot features an extensive built-in UI system, and its small " "distribution size can make it a suitable alternative to frameworks like " "Electron or Qt." msgstr "" "Ja! Godot heeft een uitgebreid ingebouwd UI systeem en de kleine distributie " "grootte zorgt ervoor dat het een geschikt alternatief is voor frameworken " "zoals Electron of Qt." #: ../../docs/about/faq.rst:474 msgid "" "When creating a non-game application, make sure to enable :ref:`low-" "processor mode ` in the Project Settings to decrease CPU and GPU usage." msgstr "" "Als je met Godot een applicatie maakt dat geen spel is, zorg er dan voor dat " "de instelling :ref:`low-processor mode " "` aan " "staat in de Project Instellingen, dit verlaagt het processor gebruik." #: ../../docs/about/faq.rst:478 msgid "" "Check out `Material Maker `__ " "and `Pixelorama `__ for " "examples of open source applications made with Godot." msgstr "" "Bekijk `Material Maker `__ and " "`Pixelorama `__ als " "voorbeelden van open-source applicaties die gemaakt zijn met Godot." #: ../../docs/about/faq.rst:485 msgid "Is it possible to use Godot as a library?" msgstr "Is het mogelijk om Godot als library te gebruiken?" #: ../../docs/about/faq.rst:487 msgid "" "If you are looking to make a game with Godot, keep in mind Godot is designed " "to be used with its editor. We recommend you give it a try, as it will most " "likely save you time in the long term." msgstr "" #: ../../docs/about/faq.rst:491 msgid "" "For more specialized applications, it can make sense to look into using " "Godot as a library. Since Godot 4.6, there is **experimental** support for " "using Godot as a static or shared library in the form of LibGodot. This is " "currently supported on Windows, macOS, and Linux. Support for Android and " "iOS is planned for a future release." msgstr "" #: ../../docs/about/faq.rst:497 msgid "" "You can find sample applications that use Godot as a library in the `migeran/" "libgodot_project GitHub repository `__." msgstr "" #: ../../docs/about/faq.rst:501 msgid "What user interface toolkit does Godot use?" msgstr "Welke user interface toolkit gebruikt Godot?" #: ../../docs/about/faq.rst:503 #, fuzzy msgid "" "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " "like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " "toolkit, which is always rendered using hardware acceleration. There is no " "built-in software fallback, although external solutions that emulate " "graphics APIs on the CPU can be used." msgstr "" "Godot gebruikt geen standaard :abbr:`GUI (Graphical User Interface)` toolkit " "zoals GTK, Qt of wxWidgets. In plaats daarvan gebruikt Godot zijn eigen user " "interface toolkit, gerendered door OpenGL ES of Vulkan. Deze toolkit kan " "gebruikt worden doormiddel van de Control nodes, die worden gebruikt om de " "editor (geschreven in C++) weer te geven. Deze Control nodes kunnen gebruikt " "worden in projecten met ondersteunde scripttalen voor Godot." #: ../../docs/about/faq.rst:508 #, fuzzy msgid "" "This toolkit is exposed in the form of Control nodes, which are used to " "render the editor (which is written in C++). These Control nodes can also be " "used in projects from any scripting language supported by Godot." msgstr "" "Godot gebruikt geen standaard :abbr:`GUI (Graphical User Interface)` toolkit " "zoals GTK, Qt of wxWidgets. In plaats daarvan gebruikt Godot zijn eigen user " "interface toolkit, gerendered door OpenGL ES of Vulkan. Deze toolkit kan " "gebruikt worden doormiddel van de Control nodes, die worden gebruikt om de " "editor (geschreven in C++) weer te geven. Deze Control nodes kunnen gebruikt " "worden in projecten met ondersteunde scripttalen voor Godot." #: ../../docs/about/faq.rst:512 msgid "" "This custom toolkit makes it possible to benefit from hardware acceleration " "and have a consistent appearance across all platforms. On top of that, it " "doesn't have to deal with the LGPL licensing caveats that come with GTK or " "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" "Deze eigen toolkit maakt het mogelijk om gebruik te maken van hardware " "acceleration, en een constante uitgeving te geven op elk platform. Verder " "hoeft er ook geen rekening gehouden te worden met LGPL licentie restricties " "die van toepassing zouden zijn bij gebruik van GTK of Qt. Godot is erbij " "gebaat dat de toolkit goed werkt, omdat Godot zelf de meest intensieve " "gebruiker is van dit UI systeem." #: ../../docs/about/faq.rst:518 #, fuzzy msgid "" "This custom UI toolkit can be :ref:`embedded into other applications " "` (experimental). However, the preferred way " "to use it is to :ref:`use Godot to create non-game applications with the " "editor `." msgstr "" "Het is niet mogelijk om het :ref:`los te gebruiken " "`, maar :ref:`Godot kan wel applicaties maken " "die geen spel zijn `." #: ../../docs/about/faq.rst:525 msgid "Why does Godot use the SCons build system?" msgstr "Waarom gebruikt Godot het SCons build systeem?" #: ../../docs/about/faq.rst:527 msgid "" "Godot uses the `SCons `__ build system. There are no " "plans to switch to a different build system in the near future. There are " "many reasons why we have chosen SCons over other alternatives. For example:" msgstr "" "Godot gebruikt het `SCons `__ build systeem. Er zijn " "geen plannen om dit te vervangen in de nabije toekomst. Er zijn vele redenen " "waarom we voor SCons verkozen hebben, zoals:" #: ../../docs/about/faq.rst:531 msgid "" "Godot can be compiled for a dozen different platforms: all PC platforms, all " "mobile platforms, many consoles, and WebAssembly." msgstr "" "Godot kan gecompiled worden voor vele verschillende platformen: alle PC " "platformen, alle mobiele platformen, vele consoles en WebAssembly." #: ../../docs/about/faq.rst:533 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 "" "Er zijn vaak vele platformen of zelfs verschillende targets binnen hetzelfde " "platform waarvoor ontwikkelaars voor willen ontwikkelen. Dit voor elk " "project herconfigureren en herbouwen is te kostbaar. SCons kan dit zonder " "moeite en behoudt correcte builds." #: ../../docs/about/faq.rst:537 msgid "" "SCons will *never* break a build no matter how many changes, configurations, " "additions, removals etc." msgstr "" "SCons breekt *nooit* een build, ongeacht het aantal veranderingen, " "configuraties, toevoegingen, verwijderingen etc." #: ../../docs/about/faq.rst:539 msgid "" "Godot's build process is not simple. Several files are generated by code " "(binders), others are parsed (shaders), and others need to offer " "customization (:ref:`modules `). 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 "" "Het build proces is niet eenvoudig. Verscheidene bestanden worden gemaakt " "door code (binders), andere worden ingelezen (shaders) en andere maken het " "nog mogelijk om voorkeuren voor in te stellen (:ref:`modules " "`). Dit vereist een complexe logica die " "makkelijker te schrijven is in een echte programmeertaal (zoals Python) dan " "in een grotendeels op macro's-gebaseerde build-taal ." #: ../../docs/about/faq.rst:544 #, fuzzy msgid "" "Godot's 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 "" "Het build proces maakt heftig gebruikt van cross-compiling tools. Elk " "platform heeft een eigen detectie proces, en deze hebben ieder eigen " "gevallen en resulterende code." #: ../../docs/about/faq.rst:548 msgid "" "Please try to keep an open mind and get at least a little familiar with " "SCons if you are planning to build Godot yourself." msgstr "" "Probeer open te staan voor deze gemaakte keuze. Als je van plan bent om " "Godot zelf te bouwen, helpt het vertrouwd worden met SCons." #: ../../docs/about/faq.rst:554 msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Waarom gebruikt Godot STL (Standard Template Library) niet?" #: ../../docs/about/faq.rst:556 #, fuzzy msgid "" "Like many other libraries (Qt as an example), Godot does not make use of STL " "(with a few exceptions such as threading primitives). We believe STL is a " "great general-purpose library, but we had special requirements for Godot." msgstr "" "Net als veel andere bibliotheken (zoals Qt), maakt Godot geen gebruik van " "STL. Wij geloven dat de STL een geweldige bibliotheek is voor algemeen " "gebruik, maar we hadden specifieke eisen voor Godot." #: ../../docs/about/faq.rst:560 msgid "" "STL templates create very large symbols, which results in huge debug " "binaries. We use few templates with very short names instead." msgstr "" "STL-sjablonen creëren zeer grote symbolen, wat resulteert in enorme debug-" "binaries. In plaats daarvan gebruiken we weinig sjablonen met zeer korte " "namen." #: ../../docs/about/faq.rst:562 msgid "" "Most of our containers cater to special needs, like Vector, which uses copy " "on write and we use to pass data around, or the RID system, which requires " "O(1) access time for performance. Likewise, our hash map implementations are " "designed to integrate seamlessly with internal engine types." msgstr "" "De meeste van onze containers voorzien in speciale behoeften, zoals Vector, " "die gebruik maakt van copy-on-write en die we gebruiken om gegevens door te " "geven, of het RID-systeem, dat O(1) toegangstijd nodig heeft voor " "performantie. Ook onze HashMap-implementaties zijn ontworpen om naadloos te " "integreren met interne engine typen." #: ../../docs/about/faq.rst:566 msgid "" "Our containers have memory tracking built-in, which helps better track " "memory usage." msgstr "" "Onze containers hebben ingebouwde geheugen-tracking, wat helpt om het " "geheugengebruik beter op te volgen." #: ../../docs/about/faq.rst:567 msgid "" "For large arrays, we use pooled memory, which can be mapped to either a " "preallocated buffer or virtual memory." msgstr "" "Voor grote arrays gebruiken we gepoold geheugen, dat kan worden toegewezen " "aan een vooraf toegewezen buffer of virtueel geheugen." #: ../../docs/about/faq.rst:569 msgid "" "We use our custom String type, as the one provided by STL is too basic and " "lacks proper internationalization support." msgstr "" "We gebruiken ons eigen aangepaste String-type, omdat het STL-type te " "eenvoudig is en geen goede ondersteuning voor internationalisering biedt." #: ../../docs/about/faq.rst:572 msgid "" "Check out :ref:`Godot's container types ` for alternatives." msgstr "" #: ../../docs/about/faq.rst:575 msgid "Why does Godot not use exceptions?" msgstr "Waarom gebruikt Godot geen exceptions?" #: ../../docs/about/faq.rst:577 msgid "" "We believe games should not crash, no matter what. If an unexpected " "situation happens, Godot will print an error (which can be traced even to " "script), but then it will try to recover as gracefully as possible and keep " "going." msgstr "" "We vinden dat spelletjes niet mogen crashen, wat er ook gebeurt. Wanneer " "zich een onverwachte situatie voordoet, zal Godot een fout afdrukken (die " "zelfs naar script kan worden getraceerd), maar dan zal Godot proberen om zo " "goed mogelijk te herstellen en verder te gaan." #: ../../docs/about/faq.rst:582 #, fuzzy msgid "" "Additionally, exceptions significantly increase the binary size for the " "executable and result in increased compile times." msgstr "Uitzonderingen vergroten de grootte van de executable aanzienlijk." #: ../../docs/about/faq.rst:586 msgid "Does Godot use an ECS (Entity Component System)?" msgstr "Gebruikt Godot een ECS (Entity Component System)?" #: ../../docs/about/faq.rst:588 msgid "" "Godot does **not** use an ECS and relies on inheritance instead. While there " "is no universally better approach, we found that using an inheritance-based " "approach resulted in better usability while still being fast enough for most " "use cases." msgstr "" "Godot gebruikt **geen** ECS, maar inheritance. Hoewel er geen sprake is van " "een betere aanpak, bevonden we dat inheritance beter is voor gebruik en nog " "snel genoeg is voor de meeste gevallen." #: ../../docs/about/faq.rst:592 #, fuzzy msgid "" "That said, nothing prevents you from making use of composition in your " "project by creating child Nodes with individual scripts. These nodes can " "then be added and removed at runtime to dynamically add and remove behaviors." msgstr "" "Je kan ook compositie gebruiken. Je maakt dan child nodes met individuele " "scripts. Deze nodes kunnen tijdens het spel toegevoegd en verwijderd worden " "om dynamisch gedrag te veranderen." #: ../../docs/about/faq.rst:596 msgid "" "More information about Godot's design choices can be found in `this article " "`__." msgstr "" "Meer informatie over de ontwerp keuzes achter Godot vind je in `dit artikel " "`__." #: ../../docs/about/faq.rst:600 msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?" msgstr "" "Waarom dwingt Godot gebruikers niet om DoD (Data-Oriented Design) te volgen?" #: ../../docs/about/faq.rst:602 msgid "" "While Godot internally attempts to use cache coherency as much as possible, " "we believe users don't need to be forced to use DOD practices." msgstr "" "Hoewel Godot zelf probeert om de cache-coherentie zo goed mogelijk te " "gebruiken, zijn we van mening dat de gebruikers hiertoe niet gedwongen " "moeten worden met DOD-methoden." #: ../../docs/about/faq.rst:605 msgid "" "DOD is mostly a cache coherency optimization that can only provide " "significant performance improvements when dealing with dozens of thousands " "of objects which are processed every frame with little modification. That " "is, if you are moving a few hundred sprites or enemies per frame, DOD won't " "result in a meaningful improvement in performance. In such a case, you " "should consider a different approach to optimization." msgstr "" "DOD is hoofdzakelijk een cache-coherentieoptimalisatie die alleen " "aanzienlijke prestatieverbeteringen kan opleveren als het gaat om tientallen " "duizenden objecten, die elk frame met weinig aanpassingen worden verwerkt. " "Als je een paar honderd sprites of vijanden per frame verplaatst, zal DOD je " "niet helpen en moet je een andere benadering van optimalisatie overwegen." #: ../../docs/about/faq.rst:612 msgid "" "The vast majority of games do not need this and Godot provides handy helpers " "to do the job for most cases when you do." msgstr "" "De overgrote meerderheid van spellen heeft dit niet nodig, en Godot biedt " "handige helpers om het werk te verlichten in de meeste gevallen wanneer je " "het toch nodig hebt." #: ../../docs/about/faq.rst:615 msgid "" "If a game needs to process such a large amount of objects, our " "recommendation is to use C++ and GDExtensions for performance-heavy tasks " "and GDScript (or C#) for the rest of the game." msgstr "" "Als een spel echt zoveel objecten moet verwerken, raden we aan om C ++ en " "GDExtensions te gebruiken voor de prestatiegerichte onderdelen en GDScript " "(of C#) voor de rest van het spel." #: ../../docs/about/faq.rst:620 msgid "How can I support Godot development or contribute?" msgstr "Hoe kan ik Godot-ontwikkeling steunen of bijdragen?" #: ../../docs/about/faq.rst:622 msgid "" "See `How to contribute `__." msgstr "" #: ../../docs/about/faq.rst:625 msgid "Who is working on Godot? How can I contact you?" msgstr "Wie werkt er mee aan Godot? Hoe kan ik contact met jullie opnemen?" #: ../../docs/about/faq.rst:627 msgid "" "See the corresponding page on the `Godot website `_." msgstr "" "Zie de overeenkomstige pagina op de `Godot-website `_." #: ../../docs/about/complying_with_licenses.rst:6 msgid "Complying with licenses" msgstr "Voldoen aan licentievoorwaarden" #: ../../docs/about/complying_with_licenses.rst:10 msgid "" "The recommendations in this page **are not legal advice.** They are provided " "in good faith to help users navigate license attribution requirements." msgstr "" #: ../../docs/about/complying_with_licenses.rst:14 msgid "What are licenses?" msgstr "Wat zijn licentievoorwaarden?" #: ../../docs/about/complying_with_licenses.rst:16 #, fuzzy msgid "" "Godot is created and distributed under the `MIT License `_. It doesn't have a sole owner, as every " "contributor that submits code to the project does it under this same license " "and keeps ownership of their contribution." msgstr "" "Godot wordt gemaakt en gedeeld onder de `MIT licentie `_. Het hoeft ook geen eenduidige eigenaar te " "hebben, zolang iedere bijdrager die code aandraagt aan het project dat doet " "onder dezelfde licentie en eigenschap over de bijdrage behoudt." #: ../../docs/about/complying_with_licenses.rst:21 msgid "" "The license is the legal requirement for you (or your company) to use and " "distribute the software (and derivative projects, including games made with " "it). Your game or project can have a different license, but it still needs " "to comply with the original one." msgstr "" "De licentie is de wettelijke eis aan jou (of je organisatie) om de software " "(en afgeleide producten, waaronder games die ermee gemaakt zijn) te kunnen " "gebruiken en delen. Je game of project kan een andere licentie hebben, maar " "het moet nog steeds voldoen aan de originele licentie." #: ../../docs/about/complying_with_licenses.rst:28 #, fuzzy msgid "" "This section covers compliance with licenses from a user perspective. If you " "are interested in licence compliance as a contributor, you can find " "guidelines `here `__." msgstr "" "Deze sectie behandelt overeenstemming met de licentie vanuit een " "gebruikersperspectief. Als je geinteresseerd bent in je overeenstemming als " "een bijdrager, kun je de richtlijnen `hier " "` vinden." #: ../../docs/about/complying_with_licenses.rst:34 #, fuzzy msgid "" "Alongside the Godot license text, remember to also list third-party notices " "for assets you're using, such as textures, models, sounds, music and fonts. " "This includes free assets, which often come with licenses that require " "attribution." msgstr "" "Denk eraan om in de aftiteling van je project ook berichten te tonen van " "derden wiens assets je gebruikt, zoals textures, modellen, geluiden, muziek " "en lettertypen." #: ../../docs/about/complying_with_licenses.rst:40 #: ../../docs/tutorials/export/exporting_for_macos.rst:27 #: ../../docs/tutorials/export/exporting_for_ios.rst:22 #: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:14 #: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:14 #: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:14 #: ../../docs/engine_details/development/compiling/compiling_for_android.rst:25 #: ../../docs/engine_details/development/compiling/compiling_for_ios.rst:14 #: ../../docs/engine_details/development/compiling/compiling_for_web.rst:14 #: ../../docs/engine_details/development/compiling/cross-compiling_for_ios_on_linux.rst:25 #: ../../docs/engine_details/development/compiling/compiling_with_dotnet.rst:9 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:24 msgid "Requirements" msgstr "Vereisten" #: ../../docs/about/complying_with_licenses.rst:42 msgid "" "In the case of the MIT license, the only requirement is to include the " "license text somewhere in your game or derivative project." msgstr "" "In het geval van de MIT-licentie is de enige eis dat je de licentietekst " "ergens in je game of afgeleid project zet." #: ../../docs/about/complying_with_licenses.rst:45 #, fuzzy msgid "This text reads as follows:" msgstr "Deze tekst luidt als volgt:" #: ../../docs/about/complying_with_licenses.rst:72 msgid "" "Beside its own MIT license, Godot includes code from a number of third-party " "libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details." msgstr "" "Naast zijn eigen MIT-licentie, bevat Godot code van een aantal third-party " "bibliotheken. Zie :ref:`doc_complying_with_licenses_thirdparty` voor meer " "info." #: ../../docs/about/complying_with_licenses.rst:77 msgid "" "Your games do not need to be under the same license. You are free to release " "your Godot projects under any license and to create commercial games with " "the engine." msgstr "" "Je games hoeven niet onder dezelfde licentie te vallen. Je bent vrij om je " "Godot-projecten onder elke licentie te delen, of om commerciële games met de " "engine te maken." #: ../../docs/about/complying_with_licenses.rst:82 msgid "Inclusion" msgstr "Toevogen licentietekst" #: ../../docs/about/complying_with_licenses.rst:84 #, fuzzy msgid "" "The license text must be made available to the user. The license doesn't " "specify how the text has to be included, but here are the most common " "approaches (you only need to implement one of them, not all)." msgstr "" "De licentie specificeert niet hoe het toegevoegd moet worden, dus alles is " "toegestaan, zolang het onder enige omstandigheden kan worden getoond. Dit " "zijn de meest veelvoorkomende aanpakken (je hoeft er maar één toe te passen, " "niet allemaal)." #: ../../docs/about/complying_with_licenses.rst:89 msgid "Credits screen" msgstr "Aftiteling" #: ../../docs/about/complying_with_licenses.rst:91 msgid "" "Include the above license text somewhere in the credits screen. It can be at " "the bottom after showing the rest of the credits. Most large studios use " "this approach with open source licenses." msgstr "" "Voeg de bovenstaande licentietekst ergens toe in je aftitelingsscherm. Dat " "kan onderaan nadat je de rest van de aftiteling hebt laten zien. De meeste " "grote studio's gebruiken deze aanpak voor open source-licenties." #: ../../docs/about/complying_with_licenses.rst:96 msgid "Licenses screen" msgstr "Licentie scherm" #: ../../docs/about/complying_with_licenses.rst:98 msgid "" "Some games have a special menu (often in the settings) to display licenses. " "This menu is typically accessed with a button called **Third-party " "Licenses** or **Open Source Licenses**." msgstr "" "Sommige games hebben een speciaal menu (meestal in de instellingen) om " "licenties te laten zien. Dit menu kan meestal worden geopend met een knop " "genaamd **Licenties van derden** of **Open source-licenties**." #: ../../docs/about/complying_with_licenses.rst:103 msgid "Output log" msgstr "Uitvoer-log" #: ../../docs/about/complying_with_licenses.rst:105 #, fuzzy msgid "" "Printing the license text using the :ref:`print() " "` function may be enough on platforms where " "a global output log is readable. This is the case on desktop platforms, " "Android and HTML5 (but not iOS)." msgstr "" "Het kan voldoende zijn om de licentietekst met de :ref:`print() " "` functie op platforms waar een globale " "uitvoer-log leesbaar is. Dit is het geval op dekstopplatforms, Android, en " "HTML5 (maar niet op iOS)." #: ../../docs/about/complying_with_licenses.rst:110 msgid "Accompanying file" msgstr "Bijgevoegd bestand" #: ../../docs/about/complying_with_licenses.rst:112 #, fuzzy msgid "" "If the game is distributed on desktop platforms, a file containing the " "license text can be added to the software that is installed to the user PC." msgstr "" "Als de game wordt gedeeld op dekstopplatforms, kan een bestand met de " "licentie worden toegevoegd aan de software die wordt geïnstalleerd op de PC " "van de gebruiker." #: ../../docs/about/complying_with_licenses.rst:116 msgid "Printed manual" msgstr "Gedrukte handleiding" #: ../../docs/about/complying_with_licenses.rst:118 #, fuzzy msgid "" "If the game includes a printed manual, the license text can be included " "there." msgstr "" "Als de game een gedrukte handleiding heeft, kan de licentietekst daar worden " "toegevoegd." #: ../../docs/about/complying_with_licenses.rst:121 msgid "Link to the license" msgstr "Link naar de licentie" #: ../../docs/about/complying_with_licenses.rst:123 msgid "" "The Godot Engine developers consider that a link to ``godotengine.org/" "license`` in your game documentation or credits would be an acceptable way " "to satisfy the license terms." msgstr "" "De Godot Engine ontwikkelaars beschouwen een link naar ``godotengine.org/" "license``in de documentatie van je game of de aftiteling als een acceptabele " "manier om aan de licentietermen te voldoen." #: ../../docs/about/complying_with_licenses.rst:129 #, fuzzy msgid "" "Godot provides several methods to get license information in " "the :ref:`Engine ` singleton. This allows you to source the " "license information directly from the engine binary, which prevents the " "information from becoming outdated if you update engine versions." msgstr "" "Godot geeft verschillende methoden om licentie-informatie op te vragen in de " "Engine-singleton. Hiermee kun je de licentie-informatie direct uit de " "binaire data van de engine halen, waardoor de informatie niet kan verouderen " "als je de engine updatet." #: ../../docs/about/complying_with_licenses.rst:134 msgid "For the engine itself:" msgstr "Voor de engine zelf:" #: ../../docs/about/complying_with_licenses.rst:136 msgid ":ref:`Engine.get_license_text`" msgstr ":ref:`Engine.get_license_text`" #: ../../docs/about/complying_with_licenses.rst:138 msgid "For third-party components used by the engine:" msgstr "Voor componenten van derden die door de engine gebruikt worden:" #: ../../docs/about/complying_with_licenses.rst:140 msgid ":ref:`Engine.get_license_info`" msgstr ":ref:`Engine.get_license_info`" #: ../../docs/about/complying_with_licenses.rst:141 msgid ":ref:`Engine.get_copyright_info`" msgstr ":ref:`Engine.get_copyright_info`" #: ../../docs/about/complying_with_licenses.rst:146 msgid "Third-party licenses" msgstr "Licenties van derden" #: ../../docs/about/complying_with_licenses.rst:148 msgid "" "Godot itself contains software written by `third parties `_, which is compatible " "with, but not covered by Godot's MIT license." msgstr "" #: ../../docs/about/complying_with_licenses.rst:152 msgid "" "Many of these dependencies are distributed under permissive open source " "licenses which require attribution by explicitly citing their copyright " "statement and license text in the final product's documentation." msgstr "" #: ../../docs/about/complying_with_licenses.rst:156 msgid "" "Given the scope of the Godot project, this is fairly difficult to do " "thoroughly. For the Godot editor, the full documentation of third-party " "copyrights and licenses is provided in the `COPYRIGHT.txt `_ file." msgstr "" #: ../../docs/about/complying_with_licenses.rst:161 msgid "" "A good option for end users to document third-party licenses is to include " "this file in your project's distribution, which you can e.g. rename to " "``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and " "assets." msgstr "" #: ../../docs/about/release_policy.rst:6 msgid "Godot release policy" msgstr "Godot versieregelement" #: ../../docs/about/release_policy.rst:8 msgid "" "Godot's release policy is in constant evolution. The description below " "provides a general idea of what to expect, but what will actually happen " "depends on the choices of core contributors and the needs of the community " "at a given time." msgstr "" "Het versieregelement van Godot evoluëert voortdurend. De beschrijving " "hieronder geeft een algemeen idee van wat je kunt verwachten, maar wat er " "daadwerkelijk gebeurt hangt af van de keuzes van de kern-bijdragers en de " "behoeften van de gemeenschap op dat moment." #: ../../docs/about/release_policy.rst:14 msgid "Godot versioning" msgstr "Versionering van Godot" #: ../../docs/about/release_policy.rst:16 msgid "" "Godot loosely follows `Semantic Versioning `__ with a " "``major.minor.patch`` versioning system, albeit with an interpretation of " "each term adapted to the complexity of a game engine:" msgstr "" "Godot volgt min of meer `Semantische Versioneren `__ met een ``majeur.mineur.patch`` versioneringssysteem, zij het met de " "interpretaties van iedere term aangepast naar de complexiteit van een game-" "engine:" #: ../../docs/about/release_policy.rst:20 msgid "" "The ``major`` version is incremented when major compatibility breakages " "happen which imply significant porting work to move projects from one major " "version to another." msgstr "" "De ``majeur`` versie wordt opgehoogd wanneer grote compatibiliteitsbreuken " "ontstaan die een significante hoeveelheid omzetwerk vereisen om projecten " "van één majeurversie naar een andere om te zetten." #: ../../docs/about/release_policy.rst:24 msgid "" "For example, porting Godot projects from Godot 3.x to Godot 4.x requires " "running the project through a conversion tool, and then performing a number " "of further adjustments manually for what the tool could not do automatically." msgstr "" "Bijvoorbeeld, het omzetten van projecten van Godot 3.x naar Godot 4.x " "vereist dat het project door een conversietool gehaald wordt, en dat er dan " "een aantal verdere aanpassingen handmatig worden gedaan, die de tool niet " "automatisch kon doen." #: ../../docs/about/release_policy.rst:28 msgid "" "The ``minor`` version is incremented for feature releases that do not break " "compatibility in a major way. Minor compatibility breakage in very specific " "areas *may* happen in minor versions, but the vast majority of projects " "should not be affected or require significant porting work." msgstr "" "De ``mineur`` versie wordt opgehoogd bij het uitrollen van features die geen " "grote breuk in compatibiliteit veroorzaken. Kleine breuken in " "compatibiliteit in specifieke gebieden *kunnen* gebeuren in mineurversies, " "maar het overgrote deel van projecten zou daar geen gevolg van moeten " "ervaren, of significant omzetwerk vereisen." #: ../../docs/about/release_policy.rst:33 msgid "" "This is because Godot, as a game engine, covers many areas like rendering, " "physics, and scripting. Fixing bugs or implementing new features in one area " "might sometimes require changing a feature's behavior or modifying a class's " "interface, even if the rest of the engine API remains backwards compatible." msgstr "" "Dit is omdat Godot, als een game-engine, veel gebieden zoals renderen, " "natuurkunde, en scripten omvat. Het oplossen van bugs of het implementeren " "van nieuwe features in één gebied kan soms vereisen dat een eigenschap zich " "anders moet gedragen of dat de koppelingspunten van een klasse veranderd " "worden, zelfs als de rest van de API terugwerkend compatibel blijft." #: ../../docs/about/release_policy.rst:40 msgid "" "Upgrading to a new minor version is recommended for all users, but some " "testing is necessary to ensure that your project still behaves as expected." msgstr "" "Upgraden naar een nieuwe mineurversie wordt aangeraden voor alle gebruikers, " "maar het is nodig om te testen dat het project nog steeds werkt zoals " "verwacht." #: ../../docs/about/release_policy.rst:44 msgid "" "The ``patch`` version is incremented for maintenance releases which focus on " "fixing bugs and security issues, implementing new requirements for platform " "support, and backporting safe usability enhancements. Patch releases are " "backwards compatible." msgstr "" "De ``patch`` versie wordt opgehoogd voor onderhoudsupdates die zich richten " "op het oplossen van bugs en beveiligingsproblemen, het implementeren van " "nieuwe eisen voor de ondersteuning van platforms, en het terugwerkend " "corrigeren van verbeteringen voor veilig gebruik. Patchversies zijn " "terugwaards compatibel." #: ../../docs/about/release_policy.rst:49 msgid "" "Patch versions may include minor new features which do not impact the " "existing API, and thus have no risk of impacting existing projects." msgstr "" "Patchversies kunnen nieuwe kleine nieuwe features bevatten die geen effect " "hebben op de bestaande API, en die daardoor geen risico hebben om bestaande " "projecten te beïnvloeden." #: ../../docs/about/release_policy.rst:54 msgid "" "Updating to new patch versions is therefore considered safe and strongly " "recommended to all users of a given stable branch." msgstr "" "Updaten naar een nieuwe patchversie wordt daarom gezien als veilig en sterk " "aanbevolen voor alle gebruikers van een stabiele tak." #: ../../docs/about/release_policy.rst:57 msgid "" "We call ``major.minor`` combinations *stable branches*. Each stable branch " "starts with a ``major.minor`` release (without the ``0`` for ``patch``) and " "is further developed for maintenance releases in a Git branch of the same " "name (for example patch updates for the 4.0 stable branch are developed in " "the ``4.0`` Git branch)." msgstr "" "We noemen ``majeur.mineur`` combinaties *stabiele takken*. Iedere stabiele " "tak begint met een ``majeur.mineur`` versie (zonder de ``0`` voor ``patch``) " "en wordt verder ontwikkeld voor onderhoudsversies in een Git-tak met " "dezelfde naam (bijvoorbeeld, patch-updates voor de 4.0 stabiele tak worden " "ontwikkeld in de ``4.0`` Git-tak)." #: ../../docs/about/release_policy.rst:64 msgid "Release support timeline" msgstr "Tijdpad versieondersteuning" #: ../../docs/about/release_policy.rst:68 msgid "" "Stable branches are supported *at least* until the next stable branch is " "released and has received its first patch update. In practice, we support " "stable branches on a *best effort* basis for as long as they have active " "users who need maintenance updates." msgstr "" "Stabiele takken worden *op zijn minst* ondersteund tot de volgende stabiele " "tak wordt uitgerold en zijn eerste patch-update heeft gehad. In de praktijk " "ondersteunen we stabiele takken met een *beste poging* houding, zolang ze " "actieve gebruikers hebben die onderhoudsupdates nodig hebben." #: ../../docs/about/release_policy.rst:73 #, fuzzy msgid "" "Whenever a new major version is released, we make the previous stable branch " "a long-term supported release, and do our best to provide fixes for issues " "encountered by users of that branch who cannot port complex projects to the " "new major version. This was the case for the 2.1 branch, and is the case for " "the 3.x branch." msgstr "" "Zodra een nieuwe majeurversie is uitgerold, maken we de vorige stabiele tak " "een versie voor lange-termijnondersteuning, en doen we ons best om problemen " "op te lossen voor gebruikers van die tak, die complexe projecten niet kunnen " "omzetten naar de nieuwe majeurversie. Dit was het geval voor de 2.1-tak, en " "is het geval voor de 3.6-tak." #: ../../docs/about/release_policy.rst:79 msgid "" "In a given minor release series, only the latest patch release receives " "support. If you experience an issue using an older patch release, please " "upgrade to the latest patch release of that series and test again before " "reporting an issue on GitHub." msgstr "" "In een gegeven serie mineur-versies, bieden we alleen ondersteuning voor de " "laatste patchversie. Als je een probleem ervaart bij een oudere patchversie, " "verzoeken we je om eerst naar de laatste patchversie van die reeks te " "upgraden, voordat je het probleem op GitHub plaatst." #: ../../docs/about/release_policy.rst:85 msgid "**Version**" msgstr "**Versie**" #: ../../docs/about/release_policy.rst:85 msgid "**Release date**" msgstr "**Release-datum**" #: ../../docs/about/release_policy.rst:85 msgid "**Support level**" msgstr "**Ondersteuningsniveau**" #: ../../docs/about/release_policy.rst:87 #, fuzzy msgid "Godot 4.6 (`master`)" msgstr "Godot 4.2 (`master`)" #: ../../docs/about/release_policy.rst:87 #, fuzzy msgid "Q1 2026 (estimate)" msgstr "Q3 2023 (schatting)" #: ../../docs/about/release_policy.rst:87 msgid "" "|unstable| *Development.* Receives new features, usability and performance " "improvements, as well as bug fixes, while under development." msgstr "" "|instabiel| *Ontwikkeling.* Ontvangt regelmatig nieuwe features, " "verbeteringen voor gebruiksvriendelijkheid en prestaties, en oplossingen " "voor bugs, terwijl het onder ontwikkeling is." #: ../../docs/about/release_policy.rst:133 msgid "unstable" msgstr "onstabiel" #: ../../docs/about/release_policy.rst:90 #, fuzzy msgid "Godot 4.5" msgstr "Godot 4.1" #: ../../docs/about/release_policy.rst:90 #, fuzzy msgid "September 2025" msgstr "December 2014" #: ../../docs/about/release_policy.rst:90 #: ../../docs/about/release_policy.rst:106 msgid "" "|supported| Receives fixes for bugs and security issues, as well as patches " "that enable platform support." msgstr "" "|ondersteund| Ontvangt oplossingen voor bugs en beveilingsproblemen, en " "verder patches die platformondersteuning toevoegen." #: ../../docs/about/release_policy.rst:130 msgid "supported" msgstr "ondersteund" #: ../../docs/about/release_policy.rst:93 #, fuzzy msgid "Godot 4.4" msgstr "Godot 4.1" #: ../../docs/about/release_policy.rst:93 #, fuzzy msgid "March 2025" msgstr "Maart 2023" #: ../../docs/about/release_policy.rst:93 #, fuzzy msgid "|partial| Receives fixes for security and platform support issues only." msgstr "" "|ondersteund| Ontvangt oplossingen voor bugs en beveilingsproblemen, en " "verder patches die platformondersteuning toevoegen." #: ../../docs/about/release_policy.rst:131 msgid "partial" msgstr "gedeeltelijk" #: ../../docs/about/release_policy.rst:95 #, fuzzy msgid "Godot 4.3" msgstr "Godot 4.1" #: ../../docs/about/release_policy.rst:95 #, fuzzy msgid "August 2024" msgstr "Augustus 2022" #: ../../docs/about/release_policy.rst:95 #, fuzzy msgid "|eol| No longer supported (last update: 4.3)." msgstr "|eol| Niet lander ondersteund (laatste update: 2.0.4.1)." #: ../../docs/about/release_policy.rst:132 msgid "eol" msgstr "eol" #: ../../docs/about/release_policy.rst:97 #, fuzzy msgid "Godot 4.2" msgstr "Godot 4.1" #: ../../docs/about/release_policy.rst:97 #, fuzzy msgid "November 2023" msgstr "November 2021" #: ../../docs/about/release_policy.rst:97 #, fuzzy msgid "|eol| No longer supported (last update: 4.2.2)." msgstr "|eol| Niet lander ondersteund (laatste update: 2.0.4.1)." #: ../../docs/about/release_policy.rst:99 msgid "Godot 4.1" msgstr "Godot 4.1" #: ../../docs/about/release_policy.rst:99 msgid "July 2023" msgstr "Juli 2023" #: ../../docs/about/release_policy.rst:99 #, fuzzy msgid "|eol| No longer supported (last update: 4.1.4)." msgstr "|eol| Niet lander ondersteund (laatste update: 2.0.4.1)." #: ../../docs/about/release_policy.rst:101 msgid "Godot 4.0" msgstr "Godot 4.0" #: ../../docs/about/release_policy.rst:101 msgid "March 2023" msgstr "Maart 2023" #: ../../docs/about/release_policy.rst:101 #, fuzzy msgid "|eol| No longer supported (last update: 4.0.4)." msgstr "|eol| Niet lander ondersteund (laatste update: 2.0.4.1)." #: ../../docs/about/release_policy.rst:103 #, fuzzy msgid "Godot 3.7 (`3.x`)" msgstr "Godot 3.6 (`3.x`, LTS)" #: ../../docs/about/release_policy.rst:103 #, fuzzy msgid "No ETA for now" msgstr "Voorlopig geen ETA" #: ../../docs/about/release_policy.rst:103 msgid "" "|supported| *Beta.* Receives new features, usability and performance " "improvements, as well as bug fixes, while under development." msgstr "" "|instabiel| *Beta.* Ontvangt nieuwe features, verbeteringen voor " "gebruiksvriendelijkheid en prestaties, en oplossingen voor bugs, terwijl het " "onder ontwikkeling is." #: ../../docs/about/release_policy.rst:106 #, fuzzy msgid "Godot 3.6" msgstr "Godot 3.5" #: ../../docs/about/release_policy.rst:106 #, fuzzy msgid "September 2024" msgstr "December 2014" #: ../../docs/about/release_policy.rst:109 msgid "Godot 3.5" msgstr "Godot 3.5" #: ../../docs/about/release_policy.rst:109 msgid "August 2022" msgstr "Augustus 2022" #: ../../docs/about/release_policy.rst:109 #, fuzzy msgid "|eol| No longer supported (last update: 3.5.3)." msgstr "|eol| Niet langer ondersteund (laatste update: 3.2.3)." #: ../../docs/about/release_policy.rst:111 msgid "Godot 3.4" msgstr "Godot 3.4" #: ../../docs/about/release_policy.rst:111 msgid "November 2021" msgstr "November 2021" #: ../../docs/about/release_policy.rst:111 #, fuzzy msgid "|eol| No longer supported (last update: 3.4.5)." msgstr "|eol| Niet langer ondersteund (laatste update: 3.2.3)." #: ../../docs/about/release_policy.rst:113 msgid "Godot 3.3" msgstr "Godot 3.3" #: ../../docs/about/release_policy.rst:113 msgid "April 2021" msgstr "April 2021" #: ../../docs/about/release_policy.rst:113 #, fuzzy msgid "|eol| No longer supported (last update: 3.3.4)." msgstr "|eol| Niet langer ondersteund (laatste update: 3.2.3)." #: ../../docs/about/release_policy.rst:115 msgid "Godot 3.2" msgstr "Godot 3.2" #: ../../docs/about/release_policy.rst:115 msgid "January 2020" msgstr "Januari 2020" #: ../../docs/about/release_policy.rst:115 msgid "|eol| No longer supported (last update: 3.2.3)." msgstr "|eol| Niet langer ondersteund (laatste update: 3.2.3)." #: ../../docs/about/release_policy.rst:117 msgid "Godot 3.1" msgstr "Godot 3.1" #: ../../docs/about/release_policy.rst:117 msgid "March 2019" msgstr "Maart 2019" #: ../../docs/about/release_policy.rst:117 msgid "|eol| No longer supported (last update: 3.1.2)." msgstr "|eol| Niet langer ondersteund (laatste update: 3.1.2)." #: ../../docs/about/release_policy.rst:119 msgid "Godot 3.0" msgstr "Godot 3.0" #: ../../docs/about/release_policy.rst:119 msgid "January 2018" msgstr "Januari 2018" #: ../../docs/about/release_policy.rst:119 msgid "|eol| No longer supported (last update: 3.0.6)." msgstr "|eol| Niet lander ondersteund (laatste update: 3.0.6)." #: ../../docs/about/release_policy.rst:121 msgid "Godot 2.1" msgstr "Godot 2.1" #: ../../docs/about/release_policy.rst:121 msgid "July 2016" msgstr "Juli 2016" #: ../../docs/about/release_policy.rst:121 msgid "|eol| No longer supported (last update: 2.1.6)." msgstr "|eol| Niet langer ondersteund (laatste update: 2.1.6)." #: ../../docs/about/release_policy.rst:123 msgid "Godot 2.0" msgstr "Godot 2.0" #: ../../docs/about/release_policy.rst:123 msgid "February 2016" msgstr "Februari 2016" #: ../../docs/about/release_policy.rst:123 msgid "|eol| No longer supported (last update: 2.0.4.1)." msgstr "|eol| Niet lander ondersteund (laatste update: 2.0.4.1)." #: ../../docs/about/release_policy.rst:125 msgid "Godot 1.1" msgstr "Godot 1.1" #: ../../docs/about/release_policy.rst:125 msgid "May 2015" msgstr "Mei 2015" #: ../../docs/about/release_policy.rst:125 #: ../../docs/about/release_policy.rst:127 msgid "|eol| No longer supported." msgstr "|eol| Niet langer ondersteund." #: ../../docs/about/release_policy.rst:127 msgid "Godot 1.0" msgstr "Godot 1.0" #: ../../docs/about/release_policy.rst:127 msgid "December 2014" msgstr "December 2014" #: ../../docs/about/release_policy.rst:135 msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" msgstr "" "**Legenda:** |ondersteund| Volledige ondersteuning – |gedeeltelijk| " "Gedeeltelijke ondersteuning – |eol| Geen ondersteuning (end of life) – |" "instabiel| Ontwikkelingsversie" #: ../../docs/about/release_policy.rst:141 msgid "" "Pre-release Godot versions aren't intended to be used in production and are " "provided for testing purposes only." msgstr "" "Pre-release versies van Godot zijn niet bedoeld om te worden gebruikt in " "productie en worden alleen aangeleverd om te testen." #: ../../docs/about/release_policy.rst:146 msgid "" "See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project " "from Godot 3.x to 4.x." msgstr "" "Zie :ref:`doc_upgrading_to_godot_4` voor instructies voor het migregren van " "een project van Godot 3.x naar 4.x." #: ../../docs/about/release_policy.rst:152 msgid "Which version should I use for a new project?" msgstr "Welke versie kan ik het beste gebruiken voor een nieuw project?" #: ../../docs/about/release_policy.rst:154 msgid "" "We recommend using Godot 4.x for new projects, as the Godot 4.x series will " "be supported long after 3.x stops receiving updates in the future. One " "caveat is that a lot of third-party documentation hasn't been updated for " "Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we " "recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to " "check which methods have been renamed (if you get a script error while " "trying to use a specific node or method that was renamed in Godot 4.x)." msgstr "" "We raden aan om Godot 4.x te gebruiken voor nieuwe projecten, omdat de Godot " "4.x reeks zal worden ondersteund lang nadat 3.x geen updates meer ontvangt " "in de toekomst. Een voorbehoud is dat veel documentatie van derden nog niet " "is geüpdatet voor Godot 4.x. Als je een tutorial volgt die is ontworpen voor " "Godot 3.x, raden we aan omTab :ref:`doc_upgrading_to_godot_4` in een apart " "tabblad te openen om de controleren welke methoden een andere naam hebben " "gekregen (als je een script-foutmelding krijgt terwijl je een specifieke " "knoop of methode gebruikt die van naam was veranderd in Godot 4.x)." #: ../../docs/about/release_policy.rst:162 msgid "" "If your project requires a feature that is missing in 4.x (such as GLES2/" "WebGL 1.0), you should use Godot 3.x for a new project instead." msgstr "" "Als je project een eigenschap vereist die ontbreekt in 4.x (zoals GLES2/" "WebGL 1.0), is het beter om Godot 3.x te gebruiken voor een nieuw project." #: ../../docs/about/release_policy.rst:168 msgid "Should I upgrade my project to use new engine versions?" msgstr "Moet ik mijn project upgraden naar nieuwe versies van de engine?" #: ../../docs/about/release_policy.rst:172 msgid "" "Upgrading software while working on a project is inherently risky, so " "consider whether it's a good idea for your project before attempting an " "upgrade. Also, make backups of your project or use version control to " "prevent losing data in case the upgrade goes wrong." msgstr "" "Het upgraden van software terwijl je aan een project werkt is inherent " "riskant, dus overweeg of het een goed idee is voor jouw project voordat je " "een upgrade probeert uit te voeren. Maak ook backups van je project of " "gebruikt versiebeheer om geen gegevens te verliezen als er iets misgaat in " "de update." #: ../../docs/about/release_policy.rst:177 msgid "" "That said, we do our best to keep minor and especially patch releases " "compatible with existing projects." msgstr "" "Dat gezegd hebbende, doen we ons best om mineur- en vooral patch-versies " "compatibel te houden met bestaande projecten." #: ../../docs/about/release_policy.rst:180 msgid "" "The general recommendation is to upgrade your project to follow new *patch* " "releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug " "fixes, security updates and platform support updates (which is especially " "important for mobile platforms). You also get continued support, as only the " "last patch release receives support on official community platforms." msgstr "" "De algemene aanbeveling is om je project de upgraden met nieuwe *patch*-" "versies, zoals van 4.0.2 naar 4.0.3. Dit verzekert je dat je oplossingen " "voor bugs, beveiligingsupdates en updates voor platformondersteunings krijgt " "(die vooral belangrijk zijn voor mobiele platforms). Je krijgt dan ook " "voortdurende ondersteuning, omdat alleen de laatste patchversie ondersteund " "wordt in de officiële gemeenschapsplatforms." #: ../../docs/about/release_policy.rst:186 msgid "" "For *minor* releases, you should determine whether it's a good idea to " "upgrade on a case-by-case basis. We've made a lot of effort in making the " "upgrade process as seamless as possible, but some breaking changes may be " "present in minor releases, along with a greater risk of regressions. Some " "fixes included in minor releases may also change a class' expected behavior " "as required to fix some bugs. This is especially the case in classes marked " "as *experimental* in the documentation." msgstr "" "Voor *mineur*-versies moet je bepalen of het een goed idee is per geval. We " "steken er veel moeite in om te zorgen dat het upgradeproces zo naadloos is " "als mogelijk, maar het is mogelijk dat mineurversies brekende veranderingen " "bevatten, en er is een hoger risico op regressies. Sommige oplossingen in " "mineurversies kunnen ook het verwachte gedrag van een klasse veranderen, " "naar dat nodig is om bugs op te lossen. Dit is vooral het geval als de " "klasse gemarkeerd zijn als *experimenteel* in de documentatie." #: ../../docs/about/release_policy.rst:194 msgid "" "*Major* releases bring a lot of new functionality, but they also remove " "previously existing functionality and may raise hardware requirements. They " "also require much more work to upgrade to compared to minor releases. As a " "result, we recommend sticking with the major release you've started your " "project with if you are happy with how your project currently works. For " "example, if your project was started with 3.5, we recommend upgrading to " "3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project " "really needs the new features that come with 4.0+." msgstr "" "*Majeur*-versies geven een hoop nieuwe functionaliteit, maar ze verwijderen " "ook bestaande functionaliteit en kunnen hogere hardware-eisen hebben. Ze " "vereisen ook meer werk om te upgraden vergeleken met mineurversies. Daardoor " "raden we aan om te blijven bij de majeurversie waarmee je je project bent " "begonnen als je tevreden bent met hoe je project nu werkt. Bijvoorbeeld, als " "je project was begonnen met 3.5, raden we aan om te upgraden naar 3.5.2 en " "eventueel 3.6 in de toekomst, maar niet naar 4.0+, tenzij je project echt de " "nieuwe features nodig heeft die in 4.0+ zitten." #: ../../docs/about/release_policy.rst:206 msgid "When is the next release out?" msgstr "Wanneer wordt de volgende versie uitgebracht?" #: ../../docs/about/release_policy.rst:210 msgid "" "While Godot contributors aren't working under any deadlines, we strive to " "publish minor releases relatively frequently." msgstr "" "Hoewel bijdragers aan Godot niet met deadlines werken, proberen we om " "relatief vaak mineurversies te publiceren." #: ../../docs/about/release_policy.rst:213 #, fuzzy msgid "" "In particular, after the very long release cycle for 4.0, we are pivoting to " "a faster-paced development workflow, 4.1 released 4 months after 4.0, and " "4.2 released 4 months after 4.1." msgstr "" "Na de lange release-cyclus voor 4.0 richten we ons nu op een snellere " "werkwijze voor ontwikkeling, en verwachten we de 4.1-versie uit te brengen " "in einde Q2 / begin Q3 2023." #: ../../docs/about/release_policy.rst:217 msgid "" "Frequent minor releases will enable us to ship new features faster (possibly " "as experimental), get user feedback quickly, and iterate to improve those " "features and their usability. Likewise, the general user experience will be " "improved more steadily with a faster path to the end users." msgstr "" "Frequente mineurversies zullen het mogelijk maken om nieuwe features sneller " "uit te brengen (eventueel als experimenteel), snel feedback van gebruikers " "te krijgen, en te itereren om deze features en hun gebruiksvriendelijkheid " "te verbeteren. Op die manier hopen we ook dat de algemene gebruikerservaring " "zal verbeteren bij een sneller pad richting eindgebruikers." #: ../../docs/about/release_policy.rst:222 msgid "" "Maintenance (patch) releases are released as needed with potentially very " "short development cycles, to provide users of the current stable branch with " "the latest bug fixes for their production needs." msgstr "" "Onderhoudsversies (patchversies) worden uitgebracht wanneer dat nodig is, " "mogelijk met erg korte ontwikkelingscycli, om gebruikers in de huidige " "stabiele tak de meest recente bug-oplossingen te bieden voor hun productie-" "benodigdheden." #: ../../docs/about/release_policy.rst:226 msgid "" "There is currently no planned release date for the next 3.x minor version, " "3.7. The current stable release, 3.6, may be the last stable branch of Godot " "3.x. Godot 3.x is supported on a best-effort basis, as long as contributors " "continue to maintain it." msgstr "" #: ../../docs/about/release_policy.rst:232 msgid "What are the criteria for compatibility across engine versions?" msgstr "" "Wat zijn de criteria voor compatibiliteit in verschillende versies van de " "engine?" #: ../../docs/about/release_policy.rst:236 msgid "" "This section is intended to be used by contributors to determine which " "changes are safe for a given release. The list is not exhaustive; it only " "outlines the most common situations encountered during Godot's development." msgstr "" "Deze sectie is bedoeld voor bijdragers om te bepalen welke veranderingen " "veilig zijn voor een bepaalde versie. De lijst is niet volledig; het geeft " "alleen de meest veelvoorkomende situaties die men tegenkomt bij het " "ontwikkelen van Godot." #: ../../docs/about/release_policy.rst:240 msgid "The following changes are acceptable in patch releases:" msgstr "De volgende veranderingen zijn acceptabel in een patchversie:" #: ../../docs/about/release_policy.rst:242 msgid "" "Fixing a bug in a way that has no major negative impact on most projects, " "such as a visual or physics bug. Godot's physics engine is not " "deterministic, so physics bug fixes are not considered to break " "compatibility. If fixing a bug has a negative impact that could impact a lot " "of projects, it should be made optional (e.g. using a project setting or " "separate method)." msgstr "" "Het oplossen van een bug op een manier die geen grote negatieve impact heeft " "op de meeste projecten, zoals een visuele of natuurkundige bug. Godot's " "natuurkundige engine is niet deterministisch, dus natuurkundige bugs worden " "niet beschouwd als compatibiliteit-brekend. Als het oplossen van een bug een " "negatief effect heeft dat veel projecten zou kunnen raken, hoort het " "optioneel te zijn (bijv. via een project-instelling of een aparte methode)." #: ../../docs/about/release_policy.rst:247 msgid "Adding a new optional parameter to a method." msgstr "Het toevoegen van een nieuwe optionele parameter aan een methode." #: ../../docs/about/release_policy.rst:248 msgid "Small-scale editor usability tweaks." msgstr "Kleinschalige gebruikersaanpassingen aan de editor." #: ../../docs/about/release_policy.rst:250 msgid "" "Note that we tend to be more conservative with the fixes we allow in each " "subsequent patch release. For instance, 4.0.1 may receive more impactful " "fixes than 4.0.4 would." msgstr "" "Merk op dat we meestal conservatiever worden met de oplossingen die we in " "elke volgende patchversie toelaten. Bijvoorbeeld, 4.0.1 mag omvangrijkere " "veranderingen krijgen dan 4.0.4 zou mogen." #: ../../docs/about/release_policy.rst:254 msgid "" "The following changes are acceptable in minor releases, but not patch " "releases:" msgstr "" "De volgende veranderingen zijn acceptabel in mineurversies, maar niet in " "patchversies:" #: ../../docs/about/release_policy.rst:256 msgid "Significant new features." msgstr "Belangrijke nieuwe functionaliteiten." #: ../../docs/about/release_policy.rst:257 msgid "" "Renaming a method parameter. In C#, method parameters can be passed by name " "(but not in GDScript). As a result, this can break some projects that use C#." msgstr "" "Het hernoemen van een parameter van een methode. In C# kunnen parameters " "worden meegegeven met hun naam (maar niet in GDScript). Om die reden kan dit " "sommige projecten breken die C# gebruiken." #: ../../docs/about/release_policy.rst:259 msgid "" "Deprecating a method, member variable, or class. This is done by adding a " "deprecated flag to its class reference, which will show up in the editor. " "When a method is marked as deprecated, it's slated to be removed in the next " "*major* release." msgstr "" "Een methode, variabele, of klasse uitfaseren. Dit doe je door een " "*deprecated*-markering toe te voegen aan de klassereferentie, die zal worden " "getoond in de editor. Als een methode is gemarkeerd als uitgefaseerd, geeft " "dat aan dat deze zal worden verwijderd in de volgende *majeurversie*." #: ../../docs/about/release_policy.rst:263 msgid "Changes that affect the default project theme's visuals." msgstr "Veranderingen aan het uiterlijk van het thema in een standaardproject." #: ../../docs/about/release_policy.rst:264 msgid "" "Bug fixes which significantly change the behavior or the output, with the " "aim to meet user expectations better. In comparison, in patch releases, we " "may favor keeping a buggy behavior so we don't break existing projects which " "likely already rely on the bug or use a workaround." msgstr "" "Oplossingen voor bugs die significante veranderingen meedragen aan het " "gedrag of de uitvoer, met het doel om beter te voldoen aan " "gebruikersverwachtingen. Ter vergelijking, in patchversies geven we de " "voorkeur aan het behouden van foutief gedrag zodat we bestaande projecten " "niet breken, die waarschijnlijk al afhangen van het gedrag of een eigen " "oplossing gebruiken." #: ../../docs/about/release_policy.rst:268 msgid "Performance optimizations that result in visual changes." msgstr "Prestatieverbeteringen die visuele veranderingen met zich meebrengen." #: ../../docs/about/release_policy.rst:270 msgid "" "The following changes are considered **compatibility-breaking** and can only " "be performed in a new major release:" msgstr "" "De volgende veranderingen worden beschouwd als **compatibiliteits-brekend** " "en kunnen alleen worden doorgevoerd in een nieuwe majeurversie:" #: ../../docs/about/release_policy.rst:273 msgid "Renaming or removing a method, member variable, or class." msgstr "Het hernoemen of verwijderen van een methode, variabele, of klasse." #: ../../docs/about/release_policy.rst:274 msgid "" "Modifying a node's inheritance tree by making it inherit from a different " "class." msgstr "" "Het aanpassen van de erf-boom van een knoop door hem te laten erven van een " "andere klasse." #: ../../docs/about/release_policy.rst:275 msgid "" "Changing the default value of a project setting value in a way that affects " "existing projects. To only affect new projects, the project manager should " "write a modified ``project.godot`` instead." msgstr "" "De standaardwaarde van een projectinstelling aan te passen op een manier die " "bestaande projecten beïnvloedt. Om alleen nieuwe projecten te beïnvloeden, " "moet de projectmanager in plaats daarvan een aangepast ``project.godot`` " "schrijven." #: ../../docs/about/release_policy.rst:279 msgid "" "Since Godot 5.0 hasn't been branched off yet, we currently discourage making " "compatibility-breaking changes of this kind." msgstr "" "Omdat Godot 5.0 nog niet afgetakt is, raden we op dit moment af om zulke " "compatibiliteits-brekende veranderingen te maken." #: ../../docs/about/release_policy.rst:284 #, fuzzy msgid "" "When modifying a method's signature in any fashion (including adding an " "optional parameter), a GDExtension compatibility method must be created. " "This ensures that existing GDExtensions continue to work across patch and " "minor releases, so that users don't have to recompile them. " "See :ref:`doc_handling_compatibility_breakages` for more information." msgstr "" "Bij het aanpassen van de signatuur van een methode in enige vorm (inclusief " "het toevoegen van een optionele parameter), moet een GDExtension " "compatibiliteitsmethode gemaakt worden. Dit zorgt ervoor dat bestaande " "GDExtensies blijven werken in verschillende patch- en mineurversies, zodat " "gebruikers ze niet opnieuw hoeven te compileren. Zie `pull request #76446 " "`_ voor meer informatie." #: ../../docs/about/docs_changelog.rst:6 msgid "Documentation changelog" msgstr "Documentatie changelog" #: ../../docs/about/docs_changelog.rst:8 msgid "" "The documentation is continually being improved. New releases include new " "pages, fixes and updates to existing pages, and many updates to " "the :ref:`class reference `. Below is a list of new " "pages added since version 3.0." msgstr "" "De documentatie wordt voortdurend verbeterd. Nieuwe releases bevatten nieuwe " "pagina's, verbeteringen en updates voor bestaande pagina's en vele " "verbeteringen voor de :ref:`klassenreferentie`. " "Hieronder staan de nieuw toegevoegde pagina's sinds versie 3.0." #: ../../docs/about/docs_changelog.rst:15 #, fuzzy msgid "" "This document only contains new pages, so not all changes are reflected. " "Many pages have been substantially updated but are not reflected in this " "document." msgstr "" "Dit document bevat alleen nieuwe pagina's, dus niet alle wijzigingen worden " "weergegeven, veel pagina's zijn substantieel bijgewerkt maar nog niet hier " "bijgewerkt." #: ../../docs/about/docs_changelog.rst:19 #, fuzzy msgid "New pages since version 4.4" msgstr "Nieuwe pagina's sinds versie 4.0" #: ../../docs/about/docs_changelog.rst:24 #, fuzzy msgid ":ref:`doc_engine_compilation_configuration_editor`" msgstr "Met de animatie editor" #: ../../docs/about/docs_changelog.rst:27 #: ../../docs/about/docs_changelog.rst:114 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:25 #: ../../docs/engine_details/development/compiling/compiling_for_web.rst:81 msgid "GDExtension" msgstr "" #: ../../docs/about/docs_changelog.rst:29 #, fuzzy msgid ":ref:`doc_gdextension_c_example`" msgstr ":ref:`doc_what_is_gdextension`" #: ../../docs/about/docs_changelog.rst:32 #: ../../docs/about/docs_changelog.rst:66 #: ../../docs/about/docs_changelog.rst:120 #: ../../docs/about/docs_changelog.rst:154 #: ../../docs/about/docs_changelog.rst:178 #: ../../docs/about/docs_changelog.rst:226 msgid "Migrating" msgstr "Migreren" #: ../../docs/about/docs_changelog.rst:34 #, fuzzy msgid ":ref:`doc_upgrading_to_godot_4.5`" msgstr ":ref:`doc_upgrading_to_godot_4.1`" #: ../../docs/about/docs_changelog.rst:40 #, fuzzy msgid ":ref:`doc_logging`" msgstr ":ref:`doc_ios_plugin`" #: ../../docs/about/docs_changelog.rst:43 #, fuzzy msgid "New pages since version 4.3" msgstr "Nieuwe pagina's sinds versie 4.0" #: ../../docs/about/docs_changelog.rst:46 #: ../../docs/about/docs_changelog.rst:104 #: ../../docs/about/docs_changelog.rst:191 #: ../../docs/about/docs_changelog.rst:376 #: ../../docs/about/docs_changelog.rst:481 ../../docs/tutorials/2d/index.rst:13 msgid "2D" msgstr "2D" #: ../../docs/about/docs_changelog.rst:48 #, fuzzy msgid ":ref:`doc_introduction_to_2d`" msgstr ":ref:`doc_introduction_to_shaders`" #: ../../docs/about/docs_changelog.rst:51 #: ../../docs/about/docs_changelog.rst:196 #: ../../docs/about/docs_changelog.rst:264 #: ../../docs/about/docs_changelog.rst:290 #: ../../docs/about/docs_changelog.rst:487 ../../docs/tutorials/3d/index.rst:4 #: ../../docs/tutorials/performance/index.rst:75 msgid "3D" msgstr "3D" #: ../../docs/about/docs_changelog.rst:53 #, fuzzy msgid ":ref:`doc_spring_arm`" msgstr ":ref:`doc_using_decals`" #: ../../docs/about/docs_changelog.rst:56 #: ../../docs/tutorials/scripting/cpp/build_system/cmake.rst:61 #: ../../docs/tutorials/scripting/debug/index.rst:4 msgid "Debug" msgstr "Debuggen" #: ../../docs/about/docs_changelog.rst:58 #, fuzzy msgid ":ref:`doc_output_panel`" msgstr ":ref:`doc_debugger_panel`" #: ../../docs/about/docs_changelog.rst:63 #, fuzzy msgid ":ref:`doc_using_the_xr_editor`" msgstr ":ref:`doc_using_the_web_editor`" #: ../../docs/about/docs_changelog.rst:68 #, fuzzy msgid ":ref:`doc_upgrading_to_godot_4.4`" msgstr ":ref:`doc_upgrading_to_godot_4.1`" #: ../../docs/about/docs_changelog.rst:71 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:115 #: ../../docs/tutorials/performance/index.rst:6 #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:165 msgid "Performance" msgstr "Prestatie" #: ../../docs/about/docs_changelog.rst:73 #, fuzzy msgid ":ref:`doc_pipeline_compilations`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:76 #: ../../docs/about/docs_changelog.rst:183 #: ../../docs/about/docs_changelog.rst:231 #: ../../docs/about/docs_changelog.rst:343 #: ../../docs/about/docs_changelog.rst:494 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:104 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:73 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.4.rst:94 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.5.rst:276 #: ../../docs/tutorials/2d/using_tilemaps.rst:70 #: ../../docs/tutorials/performance/cpu_optimization.rst:246 #: ../../docs/tutorials/performance/thread_safe_apis.rst:104 #: ../../docs/tutorials/physics/index.rst:6 msgid "Physics" msgstr "Fysica" #: ../../docs/about/docs_changelog.rst:78 #, fuzzy msgid ":ref:`doc_physics_interpolation`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:79 #, fuzzy msgid ":ref:`doc_physics_interpolation_quick_start_guide`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:80 #, fuzzy msgid ":ref:`doc_physics_interpolation_introduction`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:81 #, fuzzy msgid ":ref:`doc_using_physics_interpolation`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:82 #, fuzzy msgid ":ref:`doc_advanced_physics_interpolation`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:83 #, fuzzy msgid ":ref:`doc_2d_and_3d_physics_interpolation`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:88 #, fuzzy msgid ":ref:`doc_renderers`" msgstr ":ref:`Servers gebruiken `" #: ../../docs/about/docs_changelog.rst:93 #, fuzzy msgid ":ref:`doc_shader_functions`" msgstr ":ref:`doc_c_sharp_collections`" #: ../../docs/about/docs_changelog.rst:96 #, fuzzy msgid "New pages since version 4.2" msgstr "Nieuwe pagina's sinds versie 4.0" #: ../../docs/about/docs_changelog.rst:101 #, fuzzy msgid ":ref:`doc_system_requirements`" msgstr "Vereisten" #: ../../docs/about/docs_changelog.rst:106 #, fuzzy msgid ":ref:`doc_2d_parallax`" msgstr ":ref:`doc_2d_antialiasing`" #: ../../docs/about/docs_changelog.rst:109 msgid "Contributing" msgstr "Bijdragen" #: ../../docs/about/docs_changelog.rst:111 #, fuzzy msgid ":ref:`doc_handling_compatibility_breakages`" msgstr ":ref:`doc_visibility_ranges`" #: ../../docs/about/docs_changelog.rst:116 #, fuzzy msgid ":ref:`doc_gdextension_file`" msgstr ":ref:`doc_what_is_gdextension`" #: ../../docs/about/docs_changelog.rst:117 #, fuzzy msgid ":ref:`doc_godot_cpp_docs_system`" msgstr ":ref:`doc_version_control_systems`" #: ../../docs/about/docs_changelog.rst:122 #, fuzzy msgid ":ref:`doc_upgrading_to_godot_4.3`" msgstr ":ref:`doc_upgrading_to_godot_4.1`" #: ../../docs/about/docs_changelog.rst:127 #, fuzzy msgid ":ref:`doc_compositor`" msgstr ":ref:`Optimaliseren voor grootte `" #: ../../docs/about/docs_changelog.rst:130 #: ../../docs/about/docs_changelog.rst:249 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:216 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:198 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.5.rst:146 #: ../../docs/tutorials/rendering/renderers.rst:154 #: ../../docs/tutorials/xr/index.rst:4 msgid "XR" msgstr "XR" #: ../../docs/about/docs_changelog.rst:132 #, fuzzy msgid ":ref:`doc_a_better_xr_start_script`" msgstr ":ref:`Scenes versus scripts `" #: ../../docs/about/docs_changelog.rst:133 #, fuzzy msgid ":ref:`doc_openxr_passthrough`" msgstr ":ref:`doc_compute_shaders`" #: ../../docs/about/docs_changelog.rst:134 #, fuzzy msgid ":ref:`doc_xr_next_steps`" msgstr ":ref:`2D - Meshes `" #: ../../docs/about/docs_changelog.rst:135 #, fuzzy msgid ":ref:`doc_openxr_settings`" msgstr ":ref:`2D skeletten `" #: ../../docs/about/docs_changelog.rst:136 #, fuzzy msgid ":ref:`doc_openxr_composition_layers`" msgstr ":ref:`doc_vulkan_validation_layers`" #: ../../docs/about/docs_changelog.rst:137 #, fuzzy msgid ":ref:`doc_openxr_body_tracking`" msgstr ":ref:`Soft-body dynamica `" #: ../../docs/about/docs_changelog.rst:141 #, fuzzy msgid "New pages since version 4.1" msgstr "Nieuwe pagina's sinds versie 4.0" #: ../../docs/about/docs_changelog.rst:144 #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:22 #: ../../docs/tutorials/performance/cpu_optimization.rst:180 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:49 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:89 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:123 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:253 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:372 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:401 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:510 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:595 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:606 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:624 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:661 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:677 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:692 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:709 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:721 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:729 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:742 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:750 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:763 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:797 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:805 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:813 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:78 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:118 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:216 msgid "C#" msgstr "C#" #: ../../docs/about/docs_changelog.rst:146 #, fuzzy msgid ":ref:`doc_c_sharp_diagnostics`" msgstr ":ref:`doc_c_sharp_variant`" #: ../../docs/about/docs_changelog.rst:149 #: ../../docs/about/docs_changelog.rst:172 #: ../../docs/about/docs_changelog.rst:221 #: ../../docs/about/docs_changelog.rst:307 msgid "Development" msgstr "Ontwikkeling" #: ../../docs/about/docs_changelog.rst:151 #, fuzzy msgid ":ref:`doc_2d_coordinate_systems`" msgstr ":ref:`doc_large_world_coordinates`" #: ../../docs/about/docs_changelog.rst:156 #, fuzzy msgid ":ref:`doc_upgrading_to_godot_4.2`" msgstr ":ref:`doc_upgrading_to_godot_4.1`" #: ../../docs/about/docs_changelog.rst:159 msgid "I/O" msgstr "I/O" #: ../../docs/about/docs_changelog.rst:161 #, fuzzy msgid ":ref:`doc_runtime_loading_and_saving`" msgstr ":ref:`doc_importing_translations`" #: ../../docs/about/docs_changelog.rst:164 #: ../../docs/about/docs_changelog.rst:336 #: ../../docs/about/docs_changelog.rst:537 #: ../../docs/tutorials/platform/index.rst:4 msgid "Platform-specific" msgstr "Platform-gebonden" #: ../../docs/about/docs_changelog.rst:166 #, fuzzy msgid ":ref:`doc_android_library`" msgstr ":ref:`Android-plugins ontwikkelen `" #: ../../docs/about/docs_changelog.rst:169 msgid "New pages since version 4.0" msgstr "Nieuwe pagina's sinds versie 4.0" #: ../../docs/about/docs_changelog.rst:174 msgid ":ref:`doc_internal_rendering_architecture`" msgstr ":ref:`doc_internal_rendering_architecture`" #: ../../docs/about/docs_changelog.rst:175 msgid ":ref:`doc_using_sanitizers`" msgstr ":ref:`doc_using_sanitizers`" #: ../../docs/about/docs_changelog.rst:180 msgid ":ref:`doc_upgrading_to_godot_4.1`" msgstr ":ref:`doc_upgrading_to_godot_4.1`" #: ../../docs/about/docs_changelog.rst:185 msgid ":ref:`doc_troubleshooting_physics_issues`" msgstr ":ref:`doc_troubleshooting_physics_issues`" #: ../../docs/about/docs_changelog.rst:188 msgid "New pages since version 3.6" msgstr "Nieuwe pagina's sinds versie 3.6" #: ../../docs/about/docs_changelog.rst:193 msgid ":ref:`doc_2d_antialiasing`" msgstr ":ref:`doc_2d_antialiasing`" #: ../../docs/about/docs_changelog.rst:198 msgid ":ref:`doc_3d_antialiasing`" msgstr ":ref:`doc_3d_antialiasing`" #: ../../docs/about/docs_changelog.rst:199 msgid ":ref:`doc_faking_global_illumination`" msgstr ":ref:`doc_faking_global_illumination`" #: ../../docs/about/docs_changelog.rst:200 msgid ":ref:`doc_introduction_to_global_illumination`" msgstr ":ref:`doc_introduction_to_global_illumination`" #: ../../docs/about/docs_changelog.rst:201 msgid ":ref:`doc_mesh_lod`" msgstr ":ref:`doc_mesh_lod`" #: ../../docs/about/docs_changelog.rst:202 msgid ":ref:`doc_occlusion_culling`" msgstr ":ref:`doc_occlusion_culling`" #: ../../docs/about/docs_changelog.rst:203 msgid ":ref:`doc_using_sdfgi`" msgstr ":ref:`doc_using_sdfgi`" #: ../../docs/about/docs_changelog.rst:204 msgid ":ref:`doc_using_decals`" msgstr ":ref:`doc_using_decals`" #: ../../docs/about/docs_changelog.rst:205 msgid ":ref:`doc_visibility_ranges`" msgstr ":ref:`doc_visibility_ranges`" #: ../../docs/about/docs_changelog.rst:206 msgid ":ref:`doc_volumetric_fog`" msgstr ":ref:`doc_volumetric_fog`" #: ../../docs/about/docs_changelog.rst:207 msgid ":ref:`doc_variable_rate_shading`" msgstr ":ref:`doc_variable_rate_shading`" #: ../../docs/about/docs_changelog.rst:208 msgid ":ref:`doc_physical_light_and_camera_units`" msgstr ":ref:`doc_physical_light_and_camera_units`" #: ../../docs/about/docs_changelog.rst:213 msgid ":ref:`doc_creating_movies`" msgstr ":ref:`doc_creating_movies`" #: ../../docs/about/docs_changelog.rst:216 #: ../../docs/tutorials/assets_pipeline/index.rst:4 msgid "Assets pipeline" msgstr "Assets-pijplijn" #: ../../docs/about/docs_changelog.rst:218 msgid ":ref:`doc_retargeting_3d_skeletons`" msgstr ":ref:`doc_retargeting_3d_skeletons`" #: ../../docs/about/docs_changelog.rst:223 msgid ":ref:`doc_custom_platform_ports`" msgstr ":ref:`doc_custom_platform_ports`" #: ../../docs/about/docs_changelog.rst:228 msgid ":ref:`doc_upgrading_to_godot_4`" msgstr ":ref:`doc_upgrading_to_godot_4`" #: ../../docs/about/docs_changelog.rst:233 msgid ":ref:`doc_large_world_coordinates`" msgstr ":ref:`doc_large_world_coordinates`" #: ../../docs/about/docs_changelog.rst:238 msgid ":ref:`doc_custom_performance_monitors`" msgstr ":ref:`doc_custom_performance_monitors`" #: ../../docs/about/docs_changelog.rst:239 msgid ":ref:`doc_c_sharp_collections`" msgstr ":ref:`doc_c_sharp_collections`" #: ../../docs/about/docs_changelog.rst:240 msgid ":ref:`doc_c_sharp_global_classes`" msgstr ":ref:`doc_c_sharp_global_classes`" #: ../../docs/about/docs_changelog.rst:241 msgid ":ref:`doc_c_sharp_variant`" msgstr ":ref:`doc_c_sharp_variant`" #: ../../docs/about/docs_changelog.rst:246 msgid ":ref:`doc_compute_shaders`" msgstr ":ref:`doc_compute_shaders`" #: ../../docs/about/docs_changelog.rst:251 msgid ":ref:`doc_introducing_xr_tools`" msgstr ":ref:`doc_introducing_xr_tools`" #: ../../docs/about/docs_changelog.rst:252 msgid ":ref:`doc_xr_action_map`" msgstr ":ref:`doc_xr_action_map`" #: ../../docs/about/docs_changelog.rst:253 msgid ":ref:`doc_deploying_to_android`" msgstr ":ref:`doc_deploying_to_android`" #: ../../docs/about/docs_changelog.rst:256 msgid "New pages since version 3.5" msgstr "Nieuwe pagina's sinds versie 3.5" #: ../../docs/about/docs_changelog.rst:258 msgid "None." msgstr "Geen." #: ../../docs/about/docs_changelog.rst:261 msgid "New pages since version 3.4" msgstr "Nieuwe pagina's sinds versie 3.4" #: ../../docs/about/docs_changelog.rst:266 msgid ":ref:`doc_3d_text`" msgstr ":ref:`doc_3d_text`" #: ../../docs/about/docs_changelog.rst:271 msgid ":ref:`doc_playing_videos`" msgstr ":ref:`doc_playing_videos`" #: ../../docs/about/docs_changelog.rst:276 msgid ":ref:`doc_managing_editor_features`" msgstr ":ref:`doc_managing_editor_features`" #: ../../docs/about/docs_changelog.rst:279 msgid "New pages since version 3.3" msgstr "Nieuwe pagina's sinds versie 3.3" #: ../../docs/about/docs_changelog.rst:282 #: ../../docs/getting_started/step_by_step/scripting_languages.rst:59 #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:15 #: ../../docs/tutorials/performance/cpu_optimization.rst:171 #: ../../docs/tutorials/scripting/gdscript/index.rst:6 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:49 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:89 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:123 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:253 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:372 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:401 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:510 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:595 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:606 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:624 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:661 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:677 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:692 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:709 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:721 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:729 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:742 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:750 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:763 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:797 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:805 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:813 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:78 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:118 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:216 #: ../../docs/tutorials/scripting/debug/overview_of_debugging_tools.rst:257 #: ../../docs/engine_details/architecture/scripting_development.rst:7 msgid "GDScript" msgstr "GDScript" #: ../../docs/about/docs_changelog.rst:284 msgid ":ref:`doc_gdscript_documentation_comments`" msgstr ":ref:`doc_gdscript_documentation_comments`" #: ../../docs/about/docs_changelog.rst:287 msgid "New pages since version 3.2" msgstr "Nieuwe video's sinds versie 3.2" #: ../../docs/about/docs_changelog.rst:292 msgid ":ref:`doc_3d_rendering_limitations`" msgstr ":ref:`doc_3d_rendering_limitations`" #: ../../docs/about/docs_changelog.rst:297 msgid ":ref:`doc_troubleshooting`" msgstr ":ref:`doc_troubleshooting`" #: ../../docs/about/docs_changelog.rst:298 msgid ":ref:`doc_list_of_features`" msgstr ":ref:`doc_list_of_features`" #: ../../docs/about/docs_changelog.rst:299 msgid ":ref:`doc_release_policy`" msgstr ":ref:`doc_release_policy`" #: ../../docs/about/docs_changelog.rst:302 #: ../../docs/tutorials/best_practices/index.rst:4 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:551 #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:275 #: ../../docs/tutorials/audio/text_to_speech.rst:94 msgid "Best practices" msgstr "Aanbevelingen" #: ../../docs/about/docs_changelog.rst:304 msgid ":ref:`doc_version_control_systems`" msgstr ":ref:`doc_version_control_systems`" #: ../../docs/about/docs_changelog.rst:309 #, fuzzy msgid ":ref:`doc_common_engine_methods_and_macros_error_macros`" msgstr ":ref:`doc_common_engine_methods_and_macros`" #: ../../docs/about/docs_changelog.rst:310 msgid ":ref:`doc_vulkan_validation_layers`" msgstr ":ref:`doc_vulkan_validation_layers`" #: ../../docs/about/docs_changelog.rst:311 msgid ":ref:`doc_gdscript_grammar`" msgstr ":ref:`doc_gdscript_grammar`" #: ../../docs/about/docs_changelog.rst:312 msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`" msgstr "Een IDE instellen :ref:`doc_configuring_an_ide_code_blocks`" #: ../../docs/about/docs_changelog.rst:317 msgid ":ref:`doc_default_key_mapping`" msgstr ":ref:`doc_default_key_mapping`" #: ../../docs/about/docs_changelog.rst:318 msgid ":ref:`doc_using_the_web_editor`" msgstr ":ref:`doc_using_the_web_editor`" #: ../../docs/about/docs_changelog.rst:321 #: ../../docs/tutorials/export/index.rst:6 msgid "Export" msgstr "Exporteren" #: ../../docs/about/docs_changelog.rst:323 msgid ":ref:`doc_exporting_for_dedicated_servers`" msgstr ":ref:`doc_exporting_for_dedicated_servers`" #: ../../docs/about/docs_changelog.rst:328 msgid ":ref:`doc_controllers_gamepads_joysticks`" msgstr ":ref:`doc_controllers_gamepads_joysticks`" #: ../../docs/about/docs_changelog.rst:331 #: ../../docs/about/docs_changelog.rst:387 #: ../../docs/tutorials/math/index.rst:4 msgid "Math" msgstr "Wiskunde" #: ../../docs/about/docs_changelog.rst:333 msgid ":ref:`doc_random_number_generation`" msgstr ":ref:`doc_random_number_generation`" #: ../../docs/about/docs_changelog.rst:338 msgid ":ref:`doc_plugins_for_ios`" msgstr ":ref:`doc_plugins_for_ios`" #: ../../docs/about/docs_changelog.rst:339 msgid ":ref:`doc_ios_plugin`" msgstr ":ref:`doc_ios_plugin`" #: ../../docs/about/docs_changelog.rst:340 msgid ":ref:`doc_html5_shell_classref`" msgstr ":ref:`doc_html5_shell_classref`" #: ../../docs/about/docs_changelog.rst:345 msgid ":ref:`doc_collision_shapes_2d`" msgstr ":ref:`doc_collision_shapes_2d`" #: ../../docs/about/docs_changelog.rst:346 msgid ":ref:`doc_collision_shapes_3d`" msgstr ":ref:`doc_collision_shapes_3d`" #: ../../docs/about/docs_changelog.rst:351 msgid ":ref:`doc_shaders_style_guide`" msgstr ":ref:`doc_shaders_style_guide`" #: ../../docs/about/docs_changelog.rst:356 msgid ":ref:`doc_debugger_panel`" msgstr ":ref:`doc_debugger_panel`" #: ../../docs/about/docs_changelog.rst:357 msgid ":ref:`doc_creating_script_templates`" msgstr ":ref:`doc_creating_script_templates`" #: ../../docs/about/docs_changelog.rst:358 msgid ":ref:`doc_evaluating_expressions`" msgstr ":ref:`doc_evaluating_expressions`" #: ../../docs/about/docs_changelog.rst:359 msgid ":ref:`doc_what_is_gdextension`" msgstr ":ref:`doc_what_is_gdextension`" #: ../../docs/about/docs_changelog.rst:360 msgid "" ":ref:`doc_gdscript_warning_system` (split " "from :ref:`doc_gdscript_static_typing`)" msgstr "" ":ref:`doc_gdscript_warning_system` (afgesplitst " "van :ref:`doc_gdscript_static_typing`)" #: ../../docs/about/docs_changelog.rst:363 msgid "User Interface (UI)" msgstr "Gebruikers Interface (UI)" #: ../../docs/about/docs_changelog.rst:365 msgid ":ref:`doc_control_node_gallery`" msgstr ":ref:`doc_control_node_gallery`" #: ../../docs/about/docs_changelog.rst:368 msgid "New pages since version 3.1" msgstr "Nieuwe pagina's sinds versie 3.1" #: ../../docs/about/docs_changelog.rst:371 #: ../../docs/about/docs_changelog.rst:465 msgid "Project workflow" msgstr "De workflow van het Project" #: ../../docs/about/docs_changelog.rst:373 #, fuzzy msgid ":ref:`doc_android_gradle_build`" msgstr ":ref:`Compileren voor Android `" #: ../../docs/about/docs_changelog.rst:378 msgid ":ref:`doc_2d_sprite_animation`" msgstr ":ref:`2D sprite animatie `" #: ../../docs/about/docs_changelog.rst:383 msgid ":ref:`doc_recording_with_microphone`" msgstr ":ref:`doc_recording_with_microphone`" #: ../../docs/about/docs_changelog.rst:384 msgid ":ref:`doc_sync_with_audio`" msgstr ":ref:`Audiosynchronizatie `" #: ../../docs/about/docs_changelog.rst:389 msgid ":ref:`doc_beziers_and_curves`" msgstr ":ref:`Bezier curven `" #: ../../docs/about/docs_changelog.rst:390 msgid ":ref:`doc_interpolation`" msgstr ":ref:`Interpolatie `" #: ../../docs/about/docs_changelog.rst:393 msgid "Inputs" msgstr "Invoerapparaten" #: ../../docs/about/docs_changelog.rst:395 msgid ":ref:`doc_input_examples`" msgstr ":ref:`Invoer, voorbeelden `" #: ../../docs/about/docs_changelog.rst:400 msgid ":ref:`doc_localization_using_gettext`" msgstr "" ":ref:`Lokalisatie met hulp van gettext `" #: ../../docs/about/docs_changelog.rst:403 #: ../../docs/about/docs_changelog.rst:517 #: ../../docs/tutorials/3d/standard_material_3d.rst:255 msgid "Shading" msgstr "Shading" #: ../../docs/about/docs_changelog.rst:405 msgid "Your First Shader Series:" msgstr "Je eerste Shader-serie:" #: ../../docs/about/docs_changelog.rst:406 #: ../../docs/about/docs_changelog.rst:524 msgid ":ref:`doc_introduction_to_shaders`" msgstr ":ref:`doc_introduction_to_shaders`" #: ../../docs/about/docs_changelog.rst:407 msgid ":ref:`doc_your_first_canvasitem_shader`" msgstr ":ref:`Je eerste CanvasItem-shader `" #: ../../docs/about/docs_changelog.rst:408 msgid ":ref:`doc_your_first_spatial_shader`" msgstr ":ref:`Je eerste Spatial-shader `" #: ../../docs/about/docs_changelog.rst:409 msgid ":ref:`doc_your_second_spatial_shader`" msgstr "" ":ref:`Je eerste Spatial-shader: deel 2 `" #: ../../docs/about/docs_changelog.rst:410 msgid ":ref:`doc_visual_shaders`" msgstr ":ref:`doc_visual_shaders`" #: ../../docs/about/docs_changelog.rst:415 msgid ":ref:`doc_webrtc`" msgstr ":ref:`WebRTC `" #: ../../docs/about/docs_changelog.rst:418 #: ../../docs/about/docs_changelog.rst:531 #: ../../docs/tutorials/plugins/index.rst:4 msgid "Plugins" msgstr "Plugins" #: ../../docs/about/docs_changelog.rst:420 msgid ":ref:`doc_android_plugin`" msgstr ":ref:`Android-plugins ontwikkelen `" #: ../../docs/about/docs_changelog.rst:421 msgid ":ref:`doc_inspector_plugins`" msgstr ":ref:`Inspector plugins `" #: ../../docs/about/docs_changelog.rst:422 msgid ":ref:`doc_visual_shader_plugins`" msgstr ":ref:`Visuele Shader Plugins `" #: ../../docs/about/docs_changelog.rst:425 #: ../../docs/about/docs_changelog.rst:542 msgid "Multi-threading" msgstr "Multi-threading" #: ../../docs/about/docs_changelog.rst:427 msgid ":ref:`doc_using_multiple_threads`" msgstr ":ref:`Multithreading `" #: ../../docs/about/docs_changelog.rst:430 #: ../../docs/about/docs_changelog.rst:547 msgid "Creating content" msgstr "Het creëren van content" #: ../../docs/about/docs_changelog.rst:432 msgid "Procedural geometry series:" msgstr "Procedurele geometrie-serie:" #: ../../docs/about/docs_changelog.rst:433 msgid ":ref:`Procedural geometry `" msgstr ":ref:`Procedurele geometrie `" #: ../../docs/about/docs_changelog.rst:434 msgid ":ref:`doc_arraymesh`" msgstr ":ref:`ArrayMesh `" #: ../../docs/about/docs_changelog.rst:435 msgid ":ref:`doc_surfacetool`" msgstr ":ref:`SurfaceTool `" #: ../../docs/about/docs_changelog.rst:436 msgid ":ref:`doc_meshdatatool`" msgstr ":ref:`MeshDataTool `" #: ../../docs/about/docs_changelog.rst:437 msgid ":ref:`doc_immediatemesh`" msgstr ":ref:`doc_immediatemesh`" #: ../../docs/about/docs_changelog.rst:440 ../../docs/tutorials/3d/index.rst:37 msgid "Optimization" msgstr "Optimalisatie" #: ../../docs/about/docs_changelog.rst:442 msgid ":ref:`doc_using_multimesh`" msgstr ":ref:`Gebruik van MultiMesh `" #: ../../docs/about/docs_changelog.rst:443 msgid ":ref:`doc_using_servers`" msgstr ":ref:`Servers gebruiken `" #: ../../docs/about/docs_changelog.rst:446 msgid "Legal" msgstr "Juridisch" #: ../../docs/about/docs_changelog.rst:448 msgid ":ref:`doc_complying_with_licenses`" msgstr ":ref:`Voldoen aan licentievoorwaarden `" #: ../../docs/about/docs_changelog.rst:451 msgid "New pages since version 3.0" msgstr "Nieuwe pagina's sinds versie 3.0" #: ../../docs/about/docs_changelog.rst:454 #: ../../docs/getting_started/step_by_step/index.rst:6 #: ../../docs/engine_details/development/compiling/compiling_with_script_encryption_key.rst:26 msgid "Step by step" msgstr "Stap voor stap" #: ../../docs/about/docs_changelog.rst:456 msgid ":ref:`doc_signals`" msgstr ":ref:`Signalen `" #: ../../docs/about/docs_changelog.rst:457 #: ../../docs/tutorials/editor/command_line_tutorial.rst:443 msgid "Exporting" msgstr "Exporteren" #: ../../docs/about/docs_changelog.rst:462 msgid ":ref:`doc_gdscript_static_typing`" msgstr ":ref:`Statische typering `" #: ../../docs/about/docs_changelog.rst:467 msgid "Best Practices:" msgstr "Goede gebruiken:" #: ../../docs/about/docs_changelog.rst:469 msgid ":ref:`doc_introduction_best_practices`" msgstr ":ref:`Inleiding `" #: ../../docs/about/docs_changelog.rst:470 msgid ":ref:`doc_what_are_godot_classes`" msgstr ":ref:`Wat zijn Godot klassen`" #: ../../docs/about/docs_changelog.rst:471 msgid ":ref:`doc_scene_organization`" msgstr ":ref:`Scenes organiseren `" #: ../../docs/about/docs_changelog.rst:472 msgid ":ref:`doc_scenes_versus_scripts`" msgstr ":ref:`Scenes versus scripts `" #: ../../docs/about/docs_changelog.rst:473 msgid ":ref:`doc_autoloads_versus_internal_nodes`" msgstr "" ":ref:`Autoloads vs. interne knooppunten " "`" #: ../../docs/about/docs_changelog.rst:474 msgid ":ref:`doc_node_alternatives`" msgstr ":ref:`Alternatieven voor knooppunten `" #: ../../docs/about/docs_changelog.rst:475 msgid ":ref:`doc_godot_interfaces`" msgstr ":ref:`Godot interfaces `" #: ../../docs/about/docs_changelog.rst:476 msgid ":ref:`doc_godot_notifications`" msgstr ":ref:`Meldingen in Godot `" #: ../../docs/about/docs_changelog.rst:477 msgid ":ref:`doc_data_preferences`" msgstr ":ref:`Keuze van datatypes `" #: ../../docs/about/docs_changelog.rst:478 msgid ":ref:`doc_logic_preferences`" msgstr ":ref:`Programmalogica `" #: ../../docs/about/docs_changelog.rst:483 msgid ":ref:`doc_2d_lights_and_shadows`" msgstr ":ref:`2D - licht en schaduw `" #: ../../docs/about/docs_changelog.rst:484 msgid ":ref:`doc_2d_meshes`" msgstr ":ref:`2D - Meshes `" #: ../../docs/about/docs_changelog.rst:489 msgid ":ref:`doc_csg_tools`" msgstr ":ref:`Constructive Solid Geometry (CSG) hulpmiddelen `" #: ../../docs/about/docs_changelog.rst:490 msgid ":ref:`doc_animating_thousands_of_fish`" msgstr "" ":ref:`Animatie van duizenden vissen met MultiMeshInstance " "`" #: ../../docs/about/docs_changelog.rst:491 msgid ":ref:`doc_controlling_thousands_of_fish`" msgstr "" ":ref:`Duizenden vissen besturen met Particles " "`" #: ../../docs/about/docs_changelog.rst:496 msgid ":ref:`doc_ragdoll_system`" msgstr ":ref:`Lappenpop animatie `" #: ../../docs/about/docs_changelog.rst:497 msgid ":ref:`doc_soft_body`" msgstr ":ref:`Soft-body dynamica `" #: ../../docs/about/docs_changelog.rst:502 msgid ":ref:`doc_2d_skeletons`" msgstr ":ref:`2D skeletten `" #: ../../docs/about/docs_changelog.rst:503 msgid ":ref:`doc_animation_tree`" msgstr ":ref:`AnimationTree `" #: ../../docs/about/docs_changelog.rst:506 msgid "GUI" msgstr "Grafische gebruikersomgeving" #: ../../docs/about/docs_changelog.rst:508 msgid ":ref:`doc_gui_containers`" msgstr ":ref:`Containers `" #: ../../docs/about/docs_changelog.rst:511 msgid "Viewports" msgstr "Viewports" #: ../../docs/about/docs_changelog.rst:513 msgid ":ref:`doc_viewport_as_texture`" msgstr ":ref:`Viewport als texture gebruiken `" #: ../../docs/about/docs_changelog.rst:514 msgid ":ref:`doc_custom_postprocessing`" msgstr ":ref:`Specifieke nabewerking `" #: ../../docs/about/docs_changelog.rst:519 msgid ":ref:`doc_converting_glsl_to_godot_shaders`" msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" #: ../../docs/about/docs_changelog.rst:520 msgid ":ref:`doc_advanced_postprocessing`" msgstr ":ref:`Nabewerking voor gevorderden `" #: ../../docs/about/docs_changelog.rst:522 msgid "Shading Reference:" msgstr "Referentielijst Shading:" #: ../../docs/about/docs_changelog.rst:525 msgid ":ref:`doc_shading_language`" msgstr ":ref:`Shading taal `" #: ../../docs/about/docs_changelog.rst:526 msgid ":ref:`doc_spatial_shader`" msgstr ":ref:`Spatial-shader `" #: ../../docs/about/docs_changelog.rst:527 msgid ":ref:`doc_canvas_item_shader`" msgstr ":ref:`CanvasItem shaders `" #: ../../docs/about/docs_changelog.rst:528 msgid ":ref:`doc_particle_shader`" msgstr ":ref:`Particle shaders `" #: ../../docs/about/docs_changelog.rst:533 msgid ":ref:`doc_making_main_screen_plugins`" msgstr ":ref:`Godot editor plugins maken `" #: ../../docs/about/docs_changelog.rst:534 msgid ":ref:`doc_3d_gizmo_plugins`" msgstr ":ref:`doc_3d_gizmo_plugins`" #: ../../docs/about/docs_changelog.rst:539 msgid ":ref:`doc_customizing_html5_shell`" msgstr ":ref:`HTML5 Shell aanpassen `" #: ../../docs/about/docs_changelog.rst:544 msgid ":ref:`doc_thread_safe_apis`" msgstr ":ref:`Thread-safe APIs `" #: ../../docs/about/docs_changelog.rst:549 msgid ":ref:`doc_making_trees`" msgstr ":ref:`Bomen en vegetatie `" #: ../../docs/about/docs_changelog.rst:554 msgid ":ref:`doc_jitter_stutter`" msgstr ":ref:`Gestotter oplossen `" #: ../../docs/about/docs_changelog.rst:555 msgid ":ref:`doc_running_code_in_the_editor`" msgstr "" ":ref:`Scriptcode uitvoeren in de editor `" #: ../../docs/about/docs_changelog.rst:556 msgid ":ref:`doc_change_scenes_manually`" msgstr ":ref:`Manueel van scene wisselen `" #: ../../docs/about/docs_changelog.rst:559 #: ../../docs/tutorials/scripting/cpp/build_system/cmake.rst:203 #: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:116 #: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:248 #: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:52 #: ../../docs/engine_details/development/compiling/compiling_for_ios.rst:51 msgid "Compiling" msgstr "Compileren" #: ../../docs/about/docs_changelog.rst:561 msgid ":ref:`doc_optimizing_for_size`" msgstr ":ref:`Optimaliseren voor grootte `" #: ../../docs/about/docs_changelog.rst:562 msgid ":ref:`doc_compiling_with_script_encryption_key`" msgstr "" ":ref:`Compilatie met scriptversleuteling " "`" #: ../../docs/about/docs_changelog.rst:565 #: ../../docs/engine_details/development/index.rst:6 msgid "Engine development" msgstr "Engine ontwikkeling" #: ../../docs/about/docs_changelog.rst:567 msgid ":ref:`doc_binding_to_external_libraries`" msgstr "" ":ref:`Externe bibliotheken gebruiken `" #: ../../docs/getting_started/introduction/index.rst:12 msgid "" "This series will introduce you to Godot and give you an overview of its " "features." msgstr "" "Deze reeks geeft een introductie in Godot en geeft je een overzicht van de " "features ervan." #: ../../docs/getting_started/introduction/index.rst:15 msgid "" "In the following pages, you will get answers to questions such as \"Is Godot " "for me?\" or \"What can I do with Godot?\". We will then introduce the " "engine's most essential concepts, run you through the editor's interface, " "and give you tips to make the most of your time learning it." msgstr "" "Op de volgende pagina's vind je antwoorden voor vragen zoals \"Is Godot iets " "voor mij?\" en \"Wat kan ik doen met Godot?\". Daarna introduceren we de " "belangrijkste concepten van de engine, nemen we je door de interface van de " "editor, en geven we je tips om het beste te halen uit de tijd die je besteed " "om Godot te leren." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:4 msgid "Introduction to Godot" msgstr "Introductie tot Godot" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:6 msgid "" "This article is here to help you figure out whether Godot might be a good " "fit for you. We will introduce some broad features of the engine to give you " "a feel for what you can achieve with it and answer questions such as \"what " "do I need to know to get started?\"." msgstr "" "Dit artikel zal je helpen om te bepalen of Godot bij jou past. We zullen wat " "algemene features van de engine introduceren om je een idee te geven van wat " "je ermee kunt bereiken, en een antwoord te geven op vragen zoals \"Wat moet " "ik weten om te beginnen?\"." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:11 msgid "" "This is by no means an exhaustive overview. We will introduce many more " "features in this getting started series." msgstr "" "Dit is zeker geen volledig overzicht. We zullen nog veel meer features " "introduceren in deze introductieserie." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:15 msgid "What is Godot?" msgstr "Wat is Godot?" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:17 msgid "" "Godot is a general-purpose 2D and 3D game engine designed to support all " "sorts of projects. You can use it to create games or applications you can " "then release on desktop or mobile, as well as on the web." msgstr "" "Godot is een algemene 2D en 3D game engine, die is ontworpen voor allerlei " "soorten projecten. Je kunt het gebruiken om games of applicaties te maken " "die je op desktop, mobiele telefoons, en op het web kunt uitbrengen." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:21 msgid "" "You can also create console games with it, although you either need strong " "programming skills or a developer to port the game for you." msgstr "" "Je kunt er ook console games mee maken, al moet je daarvoor goede " "programmeervaardigheden hebben, of een ontwikkelaar die de game voor jou " "omzet." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:24 msgid "" "The Godot team can't provide an open source console export due to the " "licensing terms imposed by console manufacturers. Regardless of the engine " "you use, though, releasing games on consoles is always a lot of work. You " "can read more on that here: :ref:`doc_consoles`." msgstr "" "Het Godot-team kan geen open source exporteeroptie voor consoles aanbieden, " "door de licentietermen die door console-fabrikanten worden gesteld. Maar " "welke engine je ook gebruikt, games uitbrengen op consoles is altijd een " "hoop werk. Je kunt daar hier meer over lezen: :ref:`doc_consoles`." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:30 msgid "What can the engine do?" msgstr "Wat kan de engine?" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:32 msgid "" "Godot was initially developed in-house by an Argentinian game studio. Its " "development started in 2001, and the engine was rewritten and improved " "tremendously since its open source release in 2014." msgstr "" "Godot was oorspronkelijk intern ontwikkeld door een Argentijnse game-studio. " "De ontwikkeling ervan begon in 2001, en sinds de open source-publicatie " "ervan in 2014 is de engine herschreven en sterk verbeterd." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:36 msgid "" "Some examples of games created with Godot include Cassette Beasts, PVKK, and " "Usagi Shima. As for applications, the open source pixel art drawing program " "Pixelorama is powered by Godot, and so is the voxel RPG creator RPG in a " "Box. You can find many more examples in the `Official Showcase `_." msgstr "" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:45 msgid "Usagi Shima" msgstr "" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:50 msgid "Cassette Beasts" msgstr "" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:55 msgid "PVKK: Planetenverteidigungskanonenkommandant" msgstr "" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:60 msgid "RPG in a Box" msgstr "" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:63 msgid "How does it work and look?" msgstr "Hoe werkt het en oogt het?" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:65 msgid "" "Godot comes with a fully-fledged game editor with integrated tools to answer " "the most common needs. It includes a code editor, an animation editor, a " "tilemap editor, a shader editor, a debugger, a profiler, and more." msgstr "" "Godot heeft een volledige game editor met geïntegreerde tools om de meeste " "behoeften te voorzien. Het heeft een code-editor, een animatie-editor, een " "tegel-editor, een shared-editor, een debugger, een prestatiemeter, en meer." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:71 msgid "" "The team strives to offer a feature-rich game editor with a consistent user " "experience. While there is always room for improvement, the user interface " "keeps getting refined." msgstr "" "Het team probeert om een functie-rijke game editor aan te bieden met een " "consistente ervaring voor gebruikers. Hoewel er altijd ruimte voor " "verbetering is, wordt de gebruikersinterface steeds verfijnder." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:75 msgid "" "Of course, if you prefer, you can work with external programs. We officially " "support importing 3D scenes designed in Blender_ and maintain plugins to " "code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual " "Studio for C# on Windows." msgstr "" "Natuurlijk kun je ook met externe programma's werken als dat je voorkeur " "heeft. We bieden officiële ondersteuning voor het importeren van 3D scènes " "uit Blender_ en onderhouden plugins om te werken in VSCode_ en Emacs_ met " "GDScript en C#. We ondersteunen ook Visual Studio met C# op Windows." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:83 #: ../../docs/tutorials/scripting/index.rst:-1 msgid "Programming languages" msgstr "Programmeertalen" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:85 msgid "Let's talk about the available programming languages." msgstr "Laten we het hebben over de beschikbare programmeertalen." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:87 #, fuzzy msgid "" "You can code your games using :ref:`GDScript `, a Godot-" "specific and tightly integrated language with a lightweight syntax, " "or :ref:`C# `, which is popular in the games industry. These " "are the two main scripting languages we support." msgstr "" "Je kunt je games coderen met :ref:`GDScript `, " "een Godot-specifieke en dicht geïntegreerde taal met een lichtgewichte " "syntax, of :ref:`C# `, wat populair is in de games-" "industrie. Dat zijn de twee belangrijke programmeertalen die we ondersteunen." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:92 #, fuzzy msgid "" "With the :ref:`GDExtension ` technology, you can " "also write gameplay or high-performance algorithms in :ref:`C++ " "` or :ref:`other languages ` without " "recompiling the engine. You can use this technology to integrate third-party " "libraries and other Software Development Kits (SDK) in the engine." msgstr "" "Met de GDExtension-technologie kun je ook spellen of algoritmes voor hogere " "prestaties schrijven in C of C++ zonder de engine opnieuw the hoeven " "compileren. Je kunt deze technologie ook gebruiken om bibliotheken van " "derden en andere Software Development Kits (SDK) te integreren." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:98 msgid "" "Of course, you can also directly add modules and features to the engine, as " "it's completely free and open source." msgstr "" "Natuurlijk kun je ook direct modulen en functies aan de engine toevoegen, " "want het is volledig vrij en open source." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:104 msgid "What do I need to know to use Godot?" msgstr "Wat moet ik weten om Godot te kunnen gebruiken?" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:106 msgid "" "Godot is a feature-packed game engine. With its thousands of features, there " "is a lot to learn. To make the most of it, you need good programming " "foundations. While we try to make the engine accessible, you will benefit a " "lot from knowing how to think like a programmer first." msgstr "" "Godot is een game engine met veel functies. Met de duizenden functies ervan " "is er een hoop om te leren. Om er het beste uit te halen, moet je een goede " "basis programmeren hebben. Hoewel we proberen om de engine toegankelijk te " "maken, zul je er een hoop aan hebben als je al weet hoe je als een " "programmeur moet denken." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:111 msgid "" "Godot relies on the object-oriented programming paradigm. Being comfortable " "with concepts such as classes and objects will help you code efficiently in " "it." msgstr "" "Godot is gebaseerd op de object-georiënteerde programmeerparadigma. Het zal " "je helpen om efficiënt te werken als je vertrouwd bent met concepten zoals " "klassen en objecten." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:114 msgid "" "If you are entirely new to programming, GDQuest's *Learn GDScript From Zero* " "is a free and open source interactive tutorial for absolute beginners to " "learn to program with Godot's GDScript language. It is available as a " "`desktop application `__ or " "`in the browser `__." msgstr "" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:120 msgid "" "We will provide you with more Godot-specific learning resources " "in :ref:`doc_learning_new_features`." msgstr "" "We bieden meer Godot-specifieke leerbronnen " "in :ref:`doc_learning_new_features`." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:123 #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:33 msgid "" "In the next part, you will get an overview of the engine's essential " "concepts." msgstr "" "Het volgende deel geeft een overzicht van de essentiële concepten in de " "engine." #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:4 msgid "Learn to code with GDScript" msgstr "Leer programmeren met GDScript" #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:6 msgid "" "In Godot, you can write code using the GDScript and C# programming languages." msgstr "In Godot kan je code schrijven met de GDScript en C# programmeertalen." #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:8 msgid "" "If you are new to programming, we recommend starting with GDScript because " "we designed it to be simpler than all-purpose languages like C#. It will be " "both faster and easier to learn." msgstr "" #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:12 msgid "" "While GDScript is a language specific to Godot, the techniques you will " "learn with it will apply to other programming languages." msgstr "" #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:15 msgid "" "Note that it is completely normal for a programmer to learn and use multiple " "languages. Programming languages have more similarities than differences, so " "once you know one, you can learn another much faster." msgstr "" "Weet dat het volkomen normaal is voor een programmeur om meerdere talen te " "leren en gebruiken. Programmeertalen hebben meer gelijkenissen dan " "verschillen, dus als je er een kent, kan je andere talen veel sneller leren." #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:20 msgid "Learn in your browser with the GDScript app" msgstr "" #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:22 msgid "" "To learn GDScript, you can use the app Learn GDScript From Zero. It is a " "complete beginner course with interactive practices you can do right in your " "browser." msgstr "" "Om GDScript te leren, kan je gebruik maken van de \"Learn GDScript\" app. " "Het is een volledige beginners cursus met interactieve oefeningen die je kan " "doen in je browser." #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:28 msgid "Click here to access the app: `Learn GDScript From Zero app`_" msgstr "" #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:30 msgid "" "This app is an open-source project. To report bugs or contribute, head to " "the app's source code repository: `GitHub repository`_." msgstr "" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:8 msgid "Overview of Godot's key concepts" msgstr "Overview van de hoofdconcepten van Godot" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:10 msgid "" "Every game engine revolves around abstractions you use to build your " "applications. In Godot, a game is a **tree** of **nodes** that you group " "together into **scenes**. You can then wire these nodes so they can " "communicate using **signals**." msgstr "" "Iedere game-engine is gebaseerd op abstracties die je gebruikt om je " "applicaties te bouwen. In Godot is een game een **boom** van **knopen** die " "je groepeert in **scènes**. Je kunt de knopen verbinden zodat je kunnen " "communiceren via **signalen**." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:15 msgid "" "These are the four concepts you will learn here. We're going to look at them " "briefly to give you a sense of how the engine works. In the getting started " "series, you will get to use them in practice." msgstr "" "Deze vier concepten zul je hier leren. We bekijken ze kort om je een indruk " "te geven van hoe de engine werkt. In de \"Eerste stappen\"-reeks zul je ze " "toepassen in de praktijk." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:22 #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:40 #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:49 msgid "Scenes" msgstr "Scènes" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:24 msgid "" "In Godot, you break down your game in reusable scenes. A scene can be a " "character, a weapon, a menu in the user interface, a single house, an entire " "level, or anything you can think of. Godot's scenes are flexible; they fill " "the role of both prefabs and scenes in some other game engines." msgstr "" "In Godot breek je je game op in herbruikbare scènes. Een scène kan van alles " "zijn: een karakter, een wapen, een menu in het gebruikersinterface, een " "enkel huis, een compleet level, of wat je maar kunt bedenken. Godots scènes " "zijn flexibel: ze kunnen de rollen van zowel Prefabs als Scènes in sommige " "andere game-engines vervullen." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:31 msgid "" "You can also nest scenes. For example, you can put your character in a " "level, and drag and drop a scene as a child of it." msgstr "" "Je kunt scènes ook in andere scènes zetten. Je kunt bijvoorbeeld je karakter " "in een level plaatsen, en een scène verslepen als een kind daarvan." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:37 #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:14 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:33 #: ../../docs/tutorials/scripting/gdscript/gdscript_exports.rst:254 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_exports.rst:306 #: ../../docs/tutorials/scripting/debug/objectdb_profiler.rst:160 #: ../../docs/engine_details/file_formats/tscn.rst:47 msgid "Nodes" msgstr "Knooppunten" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:39 msgid "" "A scene is composed of one or more **nodes**. Nodes are your game's smallest " "building blocks that you arrange into trees. Here's an example of a " "character's nodes." msgstr "" "Een scène bestaat uit één of meer **knopen**. Knopen zijn de kleinste " "bouwstenen van je game, die je organiseert in bomen. Hier is een voorbeeld " "van de knopen van een karakter." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:45 msgid "" "It is made of a ``CharacterBody2D`` node named \"Player\", a ``Camera2D``, a " "``Sprite2D``, and a ``CollisionShape2D``." msgstr "" "Het bestaat uit een ``CharacterBody2d``-knoop genaamd \"Player\", een " "``Camera2D``, een ``Sprite2D``, en een ``CollisionShape2D``." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:48 msgid "" "The node names end with \"2D\" because this is a 2D scene. Their 3D " "counterparts have names that end with \"3D\". Be aware that \"Spatial\" " "Nodes are now called \"Node3D\" starting with Godot 4." msgstr "" "De knoopnamen eindigen op \"2D\" omdat dit een 2D scène is. De 3D-" "tegenhangers hebben namen die eindigen op \"3D\". Let erop dat \"Spatial\" " "knopen nu \"Node3D\" heten vanaf Godot 4." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:52 msgid "" "Notice how nodes and scenes look the same in the editor. When you save a " "tree of nodes as a scene, it then shows as a single node, with its internal " "structure hidden in the editor." msgstr "" "Merk op dat knopen en scènes er hetzelfde uitzien in de editor. Als je een " "boom van knopen opslaat als een scène, wordt die als een enkele knoop " "getoond, waarbij de interne structuur wordt verborgen in de editor." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:56 msgid "" "Godot provides an extensive library of base node types you can combine and " "extend to build more powerful ones. 2D, 3D, or user interface, you will do " "most things with these nodes." msgstr "" "Godot biedt een uitgebreide bibliotheek van basis knopentypes die je kunt " "combineren en uitbreiden om krachtige knopen te maken. 2D, 3D, of " "gebruikersinterface: de meeste dingen doe je met deze knopen." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:63 #: ../../docs/engine_details/file_formats/tscn.rst:99 msgid "The scene tree" msgstr "De scèneboom" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:65 msgid "" "All your game's scenes come together in the **scene tree**, literally a tree " "of scenes. And as scenes are trees of nodes, the scene tree also is a tree " "of nodes. But it's easier to think of your game in terms of scenes as they " "can represent characters, weapons, doors, or your user interface." msgstr "" "Alle scènes van je game komen samen in de **scèneboom**, letterlijk een boom " "van scènes. En omdat zoals scènes een boom van knopen zijn, is de scèneboom " "ook een boom van knopen. Maar het is makkelijker om je game te zien in " "termen van scènes, die je karakters, wapens, deuren, of gebruikersinterface " "voor kunnen stellen." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:75 #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:2660 #: ../../docs/tutorials/scripting/gdscript/gdscript_styleguide.rst:659 #: ../../docs/tutorials/scripting/gdscript/gdscript_styleguide.rst:724 #: ../../docs/tutorials/scripting/cpp/gdextension_cpp_example.rst:545 #: ../../docs/tutorials/scripting/how_to_read_the_godot_api.rst:103 #: ../../docs/engine_details/architecture/object_class.rst:220 msgid "Signals" msgstr "Signalen" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:77 msgid "" "Nodes emit signals when some event occurs. This feature allows you to make " "nodes communicate without hard-wiring them in code. It gives you a lot of " "flexibility in how you structure your scenes." msgstr "" "Knopen zenden signalen uit als er een gebeurtenis plaatsvindt. Deze functie " "stelt je in staat om knopen met elkaar te laten communiceren zonder dat vast " "te zetten in de code. Het geeft een hoop flexibiliteit in hoe je je scènes " "organiseert." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:83 msgid "" "Signals are Godot's version of the *observer* pattern. You can read more " "about it here: https://gameprogrammingpatterns.com/observer.html" msgstr "" "Signalen zijn Godot's versie van het observeerder-softwarepatroon. `Verdere " "informatie hierover vind je hier `__" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:87 #, fuzzy msgid "" "For example, buttons emit a signal when pressed. You can connect a piece of " "code to this signal which will run in reaction to this event, like starting " "the game or opening a menu." msgstr "" "Knoppen zenden bijvoorbeeld een signaal uit als erop gedrukt wordt. Je kunt " "dit signaal verbinden met code die op deze gebeurtenis reageert, zoals het " "opstarten van de game of het openen van een menu." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:91 msgid "" "Other built-in signals can tell you when two objects collided, when a " "character or monster entered a given area, and much more. You can also " "define new signals tailored to your game." msgstr "" "Andere ingebouwde signalen kunnen je vertellen wanneer twee objecten met " "elkaar botsen, wanneer een karakter of een monster een bepaald gebied " "binnenkomt, en nog veel meer. Je kunt ook nieuwe signalen definiëren die " "toegespitst zijn op jouw spel." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:96 #: ../../docs/getting_started/step_by_step/instancing.rst:232 #: ../../docs/getting_started/step_by_step/scripting_languages.rst:156 #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:199 #: ../../docs/getting_started/step_by_step/signals.rst:549 #: ../../docs/tutorials/2d/2d_sprite_animation.rst:279 #: ../../docs/tutorials/2d/2d_movement.rst:312 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:328 #: ../../docs/tutorials/export/exporting_pcks.rst:171 #: ../../docs/tutorials/scripting/gdscript/static_typing.rst:671 msgid "Summary" msgstr "Samenvatting" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:98 msgid "" "Nodes, scenes, the scene tree, and signals are four core concepts in Godot " "that you will manipulate all the time." msgstr "" "Knopen, scènes, de scèneboom, en signalen zijn vier centrale concepten in " "Godot waar je de hele tijd mee zult werken." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:101 msgid "" "Nodes are your game's smallest building blocks. You combine them to create " "scenes that you then combine and nest into the scene tree. You can then use " "signals to make nodes react to events in other nodes or different scene tree " "branches." msgstr "" "Knopen zijn de kleinste bouwstenen van je game. Je combineert ze in scènes " "die je dan weer combineert in de scèneboom. Je kunt signalen gebruiken om " "knopen te laten reageren op gebeurtenissen in andere knopen of andere takken " "van de scèneboom." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:105 msgid "" "After this short breakdown, you probably have many questions. Bear with us " "as you will get many answers throughout the getting started series." msgstr "" "Na dit korte overzicht heb je waarschijnlijk veel vragen. Heb geduld: je " "zult veel antwoorden krijgen tijdens de introductieserie." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:10 #, fuzzy msgid "First look at Godot's interface" msgstr "Je eerste blik op Godots editor" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:12 msgid "" "This page will give you a brief overview of Godot's interface. We're going " "to look at the different main screens and docks to help you situate yourself." msgstr "" "Deze pagina geeft je een kort overzicht van de gebruikersinterface van " "Godot. We zullen de verschillende hoofschermen en panelen bekijken om je te " "helpen je weg te vinden." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:15 #, fuzzy msgid "" "For a comprehensive breakdown of the editor's interface and how to use it, " "see the :ref:`Editor manual `." msgstr "" "Voor een uitvoerige beschrijving van de interface van de editor en hoe je " "die kunt gebruiken, zie de :ref:`Editor-handleiding `." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:19 msgid "The Project Manager" msgstr "De Project Beheerder" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:21 #, fuzzy msgid "" "When you launch Godot, the first window you see is the Project Manager. In " "the default tab **Projects**, you can manage existing projects, import or " "create new ones, and more." msgstr "" "Wanneer je Godot start, is de Project Beheerder het eerste venster dat je te " "zien krijgt. In het standaard venster kan je **Locale projecten** zien, " "importeren, aanmaken en meer." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:27 msgid "" "At the top of the window, there is another tab named **Asset Library**. The " "first time you go to this tab you'll see a \"Go Online\" button. For privacy " "reasons, the Godot project manager does not access the internet by default. " "To change this click the \"Go Online\" button. You can change this option " "later in the settings." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:32 #, fuzzy msgid "" "Once your network mode is set to \"online\", you can search for demo " "projects in the open source asset library, which includes many projects " "developed by the community:" msgstr "" "Aan de bovenkant van het venster is er nog een tabblad genaamd " "\"Materiaalbibliotheek\". Je kunt zoeken naar demo-projecten in de open " "source materiaalbibliotheek, waarin veel projecten zitten die zijn " "ontwikkeld door de gemeenschap." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:37 msgid "" "The Project Manager's settings can be opened using the **Settings** menu:" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:41 msgid "" "From here, you can change the editor's language (default is the system " "language), interface theme, display scale, network mode, and also the " "directory naming convention." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:44 msgid "" "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." msgstr "" "Om meer over de Projectbeheerder te leren, zie :ref:`doc_project_manager`." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:49 msgid "First look at Godot's editor" msgstr "Je eerste blik op Godots editor" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:51 #, fuzzy msgid "" "When you open a new or an existing project, the editor's interface appears. " "Let's look at its main areas:" msgstr "" "Als je een nieuw of bestaand project opent, verschijnt de interface van de " "editor. Laten we de hoofdgebieden bekijken." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:56 msgid "" "By default, along the window's top edge, it features **main menu** on the " "left, **workspace** switching buttons in the center (active workspace is " "highlighted), and **playtest** buttons and the **Movie Maker Mode** toggle " "on the right:" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:62 msgid "" "Just below the workspace buttons, the opened :ref:`scenes " "` as tabs are seen. The plus (+) button " "right next to the tabs will add a new scene to the project. With the button " "on the far right, distraction-free mode can be toggled, which maximizes or " "restores the **viewport**'s size by hiding **docks** in the interface:" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:69 #, fuzzy msgid "" "In the center, below the scene selector is the **viewport** with its " "**toolbar** at the top, where you'll find different tools to move, scale, or " "lock the scene's nodes (currently the 3D workspace is active):" msgstr "" "In het midden zie je de **viewport** met bovenaan de **werkbalk**, in deze " "werkbalk staat het gereedschap om te bewegen, te schalen of nodes in de " "scène vast te zetten." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:74 #, fuzzy msgid "" "This toolbar changes based on the context and selected node. Here is the 2D " "toolbar:" msgstr "" "De werkbalk verandert afhankelijk van de context en de geselecteerde knop. " "Hier is de 2D-werkbalk." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:78 #, fuzzy msgid "Below is the 3D one:" msgstr "Hieronder is de 3D-versie." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:82 msgid "" "To learn more on workspaces, " "read :ref:`doc_intro_to_the_editor_interface_five_screens`." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:84 msgid "" "To learn more on the 3D viewport and 3D in general, " "read :ref:`doc_introduction_to_3d`." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:86 msgid "" "On either side of the viewport sit the **docks**. And at the bottom of the " "window lies the **bottom panel**." msgstr "" "Aan beide kanten van het venster zitten de **panelen**. En aan de onderkant " "van het venster is het **onderpaneel**." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:89 #, fuzzy msgid "" "Let's look at the docks. The **FileSystem** dock lists your project files, " "including scripts, images, audio samples, and more:" msgstr "" "Laten we naar de panelen kijken. Het **Bestandssysteem**-paneel toont de " "bestanden van je project, inclusief scripts, afbeeldingen, audio samples, en " "meer." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:94 #, fuzzy msgid "The **Scene** dock lists the active scene's nodes:" msgstr "Het **Scène**-paneel toont de knopen van de actieve scène." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:98 #, fuzzy msgid "The **Inspector** allows you to edit the properties of a selected node:" msgstr "" "Met het **Inspecteur**-paneel kun je de eigenschappen van de geselecteerde " "knoop aanpassen." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:102 msgid "To read more on inspector, see :ref:`doc_editor_inspector_dock`." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:104 msgid "" "Docks can be customized. Read more " "on :ref:`doc_customizing_editor_moving_docks`." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:106 #, fuzzy msgid "" "The **bottom panel**, situated below the viewport, is the host for the debug " "console, the animation editor, the audio mixer, and more. They can take " "precious space, that's why they're folded by default:" msgstr "" "Het **Onderste Paneel**, onder de viewport, bevat de debug console, animatie " "editor, audio mixer, en meer. Deze kunnen veel ruimte innemen, waardoor ze " "standaard zijn ingevouwen." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:112 #, fuzzy msgid "" "When you click on one, it expands vertically. Below, you can see the " "animation editor opened:" msgstr "" "Als je op een optie klikt, wordt het verticaal uitgeklapt. Hieronder zie je " "de geopende animatie-editor." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:116 msgid "" "Bottom panels can also be shown or hidden using the shortcuts defined in " "**Editor Settings > Shortcuts**, under the **Bottom Panels** category." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:122 #, fuzzy msgid "The five main screens" msgstr "De vier hoofdschermen" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:124 #, fuzzy msgid "" "There are five main screen buttons centered at the top of the editor: 2D, " "3D, Script, Game and Asset Library." msgstr "" "Bovenaan de editor zie je vier knoppen voor werkruimtes: 2D, 3D, Script, en " "Asset-bibliotheek." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:127 msgid "" "You'll use the **2D screen** for all types of games. In addition to 2D " "games, the 2D screen is where you'll build your interfaces." msgstr "" "Je zal het **2D werkruimte** voor alle type spellen gebruiken. Met deze " "werkruimte ontwerp en bouw je ook gebruikersomgevingen." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:132 msgid "" "In the **3D screen**, you can work with meshes, lights, and design levels " "for 3D games." msgstr "" "In de **3D werkruimte** kan je meshes, licht en levels ontwerpen voor 3D " "spellen." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:137 msgid "" "Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " "screen**." msgstr "" "Lees :ref:`doc_introduction_to_3d` als je meer wil weten over de **3D " "werkruimte**." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:140 msgid "" "The **Game screen** is where your project will appear when running it from " "the editor. You can go through your project to test it, and pause it and " "adjust it in real time. Note that this is for testing how adjustments would " "work, any changes made here are not saved when the game stops running." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:147 msgid "" "The **Script screen** is a complete code editor with a debugger, rich auto-" "completion, and built-in code reference." msgstr "" "Het **Script-scherm** is een volledige code-editor met een debugger, rijke " "auto-aanvulling, en ingebouwde code-referentie." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:152 #, fuzzy msgid "" "Finally, the **Asset Library** is a library of free and open source add-ons, " "scripts, and assets to use in your projects." msgstr "" "Tenslotte is de **AssetLib** een bibliotheek van vrije en opensource " "aanvullingen, scripts en assets om te gebruiken in jouw projecten." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:157 msgid "" "You can learn more about the asset library in :ref:`doc_what_is_assetlib`." msgstr "" "Je kunt meer leren over de asset-bibliotheek in :ref:`doc_what_is_assetlib`." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:163 msgid "Integrated class reference" msgstr "Ingebouwde klasse referenties" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:165 msgid "Godot comes with a built-in class reference." msgstr "Godot heeft ingebouwde klasse referenties." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:167 msgid "" "You can search for information about a class, method, property, constant, or " "signal by any one of the following methods:" msgstr "" "Je kunt zoeken naar meer informatie over een klasse, methode, eigenschap, " "constante, of signaal met één van de volgende methoden:" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:170 #, fuzzy msgid "" "Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`Fn + F1` for " "laptops with a :kbd:`Fn` key) anywhere in the editor." msgstr "" "Druk op :kbd:`F1` (of :kbd:`Alt + Space` op macOS, of :kbd:`fn + F1` laptops " "met een :kbd:`fn`-toets) waar dan ook in de editor." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:172 msgid "" "Clicking the \"Search Help\" button in the top-right of the Script main " "screen." msgstr "" "Klik op de \"Hulp zoeken\"-knop rechtsboven in het script-hoofdbeeldscherm." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:173 msgid "Clicking on the Help menu and Search Help." msgstr "Klik op het hulpmenu en op \"Hulp zoeken\"." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:174 #, fuzzy msgid "" ":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function " "name, or built-in variable in the script editor." msgstr "" "Hou de :kbd:`Ctrl`-toets ingedrukt en druk op een klassenaam, functienaam, " "of ingebouwde variabele in de script-editor." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:179 msgid "" "When you do any of these, a window pops up. Type to search for any item. You " "can also use it to browse available objects and methods." msgstr "" "Als je een van deze dingen doet, opent een venster. Type de naam van een " "willekeurig element. Je kunt het ook gebruiken om door beschikbare objecten " "en methoden te bladeren." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:184 msgid "" "Double-click on an item to open the corresponding page in the script main " "screen." msgstr "" "Dubbelklik op een element om de corresponderende pagina te open in het " "script-hoofdscherm." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:188 msgid "Alternatively," msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:190 #, fuzzy msgid "" "Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, " "or built-in variable in the script editor." msgstr "" "Hou de :kbd:`Ctrl`-toets ingedrukt en druk op een klassenaam, functienaam, " "of ingebouwde variabele in de script-editor." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:192 msgid "" "Right-clicking on nodes and choosing **Open Documentation** or choosing " "**Lookup Symbol** for elements in script editor will directly open their " "documentation." msgstr "" #: ../../docs/getting_started/introduction/learning_new_features.rst:8 msgid "Learning new features" msgstr "Nieuwe functionaliteiten leren" #: ../../docs/getting_started/introduction/learning_new_features.rst:10 msgid "" "Godot is a feature-rich game engine. There is a lot to learn about it. This " "page explains how you can use the online manual, built-in code reference, " "and join online communities to learn new features and techniques." msgstr "" "Godot is een game engine met veel functies. Er is een hoop om erover te " "leren. Deze pagina legt uit hoe je de online handleiding en ingebouwde " "codereferentie kunt gebruiken, en hoe je je kunt aansluiten bij online " "gemeenschappen, om nieuwe functies en technieken te leren." #: ../../docs/getting_started/introduction/learning_new_features.rst:15 msgid "Making the most of this manual" msgstr "Deze handleiding optimaal benutten" #: ../../docs/getting_started/introduction/learning_new_features.rst:17 msgid "" "What you are reading now is the user manual. It documents each of the " "engine's concepts and available features. When learning a new topic, you can " "start by browsing the corresponding section of this website. The left menu " "allows you to explore broad topics while the search bar will help you find " "more specific pages. If a page exists for a given theme, it will often link " "to more related content." msgstr "" "Wat je nu leest is de gebruikershandleiding. Die documenteerd alle concepten " "en beschikbare functies van de engine. Als je over een nieuw onderwerp " "leert, kun je beginnen door de relevante sectie van deze website door te " "bladeren. Met het linkermenu kun je algemene onderwerpen bekijken, en met de " "zoekbalk kun je specifieke pagina's vinden. Als er een pagina bestaat voor " "een thema, zal deze vaak verwijzen naar gerelateerde inhoud." #: ../../docs/getting_started/introduction/learning_new_features.rst:26 msgid "" "The manual has a companion class reference that explains each Godot class's " "available functions and properties when programming. While the manual covers " "general features, concepts, and how to use the editor, the reference is all " "about using Godot's scripting API (Application Programming Interface). You " "can access it both online and offline. We recommend browsing the reference " "offline, from within the Godot editor. To do so, go to Help -> Search Help " "or press :kbd:`F1`." msgstr "" "De handleiding heeft een bijbehorende klassereferentie die voor iedere " "klasse in Godot de functies een eigenschappen uitlegt voor tijdens het " "programmeren. Waar de handleiding algemene functies en concepten behandelt " "en uitlegt hoe je de editor gebruikt, gaat de referentie helemaal over de " "script API (Application Programming Interface) van Godot. Je kunt het zowel " "online als offline bekijken. We raden aan om de referentie offline door te " "bladeren, vanuit de Godot editor. Om dat te doen ga je naar Help -> Hulp " "zoeken, of druk je op :kbd:` F1`." #: ../../docs/getting_started/introduction/learning_new_features.rst:36 msgid "" "To browse it online, head to the manual's :ref:`Class Reference " "` section." msgstr "" "Om hem online te bekijken, ga je naar " "de :ref:`Klassereferentie` sectie van de handleiding." #: ../../docs/getting_started/introduction/learning_new_features.rst:39 msgid "A class reference's page tells you:" msgstr "Op een pagina op de klassereferentie vind je:" #: ../../docs/getting_started/introduction/learning_new_features.rst:41 msgid "" "Where the class exists in the inheritance hierarchy. You can click the top " "links to jump to parent classes and see the properties and methods a type " "inherits." msgstr "" "Waar de klasse zich bevindt in de erf-hierarchie. Je kunt klikken op de " "links aan de bovenkant van de pagina om naar de ouderklassen te gaan en de " "eigenschappen en methoden te zien die een type erft." #: ../../docs/getting_started/introduction/learning_new_features.rst:47 msgid "A summary of the class's role and use cases." msgstr "Een samenvatting van de rol van de klasse en gebruikssituaties." #: ../../docs/getting_started/introduction/learning_new_features.rst:49 msgid "" "An explanation of the class's properties, methods, signals, enums, and " "constants." msgstr "" "Een uitleg van de eigenschappen, methoden, signalen, enums, en constanten " "van de klassen." #: ../../docs/getting_started/introduction/learning_new_features.rst:52 msgid "Links to manual pages further detailing the class." msgstr "" "Links naar handleiding-pagina's met een nadere beschrijving van de klasse." #: ../../docs/getting_started/introduction/learning_new_features.rst:54 msgid "" "If the manual or class reference is missing or has insufficient information, " "please open an Issue in the official `godot-docs `_ GitHub repository to report it." msgstr "" "Als de handleiding of klassereferentie ontbreekt of niet genoeg informatie " "bevat, open dan een issue in het officiële `godot-docs `_ GitHub repository om het te melden." #: ../../docs/getting_started/introduction/learning_new_features.rst:59 #, fuzzy msgid "" "You can hold :kbd:`Ctrl` (macOS :kbd:`Cmd`) and then mouseover text like the " "name of a class, property, method, signal, or constant to underline it, " "then :kbd:`Ctrl + Click` (macOS :kbd:`Cmd + Click`) it to jump to it." msgstr "" "Je kunt Ctrl-klikken op alle onderstreepte tekst zoals de naam van een " "klasse, eigenschap, methode, signaal, of constante om ernaartoe te gaan." #: ../../docs/getting_started/introduction/learning_new_features.rst:63 msgid "Learning to think like a programmer" msgstr "Leren om te denken als een programmeur" #: ../../docs/getting_started/introduction/learning_new_features.rst:65 msgid "" "Teaching programming foundations and how to think like a game developer is " "beyond the scope of Godot's documentation. If you're new to programming, we " "recommend two excellent free resources to get you started:" msgstr "" "Het aanleren van de beginselen van programmeren en hoe je denkt als een game-" "ontwikkelaar ligt buiten het bereik van Godots documentatie. Als " "programmeren nieuw voor je is, raden we de volgende twee uitstekende gratis " "bronnen aan om mee te beginnen:" #: ../../docs/getting_started/introduction/learning_new_features.rst:69 msgid "" "GDQuest's *Learn GDScript From Zero* is a free and open source interactive " "tutorial for absolute beginners to learn to program with Godot's GDScript " "language. It is available as a `desktop application `__ or `in the browser `__." msgstr "" #: ../../docs/getting_started/introduction/learning_new_features.rst:75 msgid "" "If you prefer books, check out the free ebook `Automate The Boring Stuff " "With Python `_ by Al Sweigart." msgstr "" "Als je liever een boek hebt, bekijk dan het gratis ebook `Automate The " "Boring Stuff With Python `_ door Al " "Sweigart." #: ../../docs/getting_started/introduction/learning_new_features.rst:79 msgid "Learning with the community" msgstr "Leren met de gemeenschap" #: ../../docs/getting_started/introduction/learning_new_features.rst:81 msgid "" "Godot has a growing community of users. If you're stuck on a problem or need " "help to better understand how to achieve something, you can ask other users " "for help on one of the many `active communities `_." msgstr "" "Godot heeft een groeiende gemeenschap van gebruikers. Als je vastzit met een " "probleem of hulp nodig hebt om beter te begrijpen hoe je iets kunt doen, kun " "je andere gebruikers om hulp vragen in een van de vele `actieve " "gemeenschappen `_." #: ../../docs/getting_started/introduction/learning_new_features.rst:86 #, fuzzy msgid "" "The best place to ask questions and find already answered ones is the " "official `Godot Forum `_. These responses " "show up in search engine results and get saved, allowing other users to " "benefit from discussions on the platform. Once you have asked a question " "there, you can share its link on other social platforms. Before asking a " "question, be sure to look for existing answers that might solve your problem " "on this website or using your preferred search engine." msgstr "" "De beste plek om vragen te stellen en al beantwoorde vragen te vinden, is de " "officiële `Vragen & Antwoorden `_ site. Deze " "antwoorden verschijnen in de resultaten van zoekmachines en worden " "opgeslagen, waardoor andere gebruikers voordeel kunnen halen uit discussies " "op het platform. Als je er een vraag hebt gesteld, kun je de link delen op " "andere sociale platforms. Voordat je een vraag stelt, kun je op deze website " "of met je zoekmachine naar voorkeur zoeken naar bestaande antwoorden die je " "probleem misschien oplossen." #: ../../docs/getting_started/introduction/learning_new_features.rst:94 msgid "" "Asking questions well and providing details will help others answer you " "faster and better. When asking questions, we recommend including the " "following information:" msgstr "" "Goed vragen stellen en details geven helpt anderen om je sneller en beter " "antwoord te geven. Als je vragen stelt, raden we aan om de volgende " "informatie mee te geven:" #: ../../docs/getting_started/introduction/learning_new_features.rst:98 msgid "" "**Describe your goal**. You want to explain what you are trying to achieve " "design-wise. If you are having trouble figuring out how to make a solution " "work, there may be a different, easier solution that accomplishes the same " "goal." msgstr "" "**Beschrijf je doel**. Legt uit wat je in je ontwerp wil bereiken. Als je " "problemen hebt om een oplossing te laten werken, is er misschien een andere, " "makkelijkere oplossing die hetzelfde doel bereikt." #: ../../docs/getting_started/introduction/learning_new_features.rst:103 msgid "" "If there is an error involved, **share the exact error message**. You can " "copy the exact error message in the editor's Debugger bottom panel by " "clicking the Copy Error icon. Knowing what it says can help community " "members better identify how you triggered the error." msgstr "" "Als er een foutmelding optreedt, **deel het exacte bericht van de " "foutmelding**. Je kunt het bericht van de foutmelding kopiëren in de " "debugger-paneel in de editor door te klikken op het \"Fout kopiëren\" icoon. " "Door te weten wat er in het bericht staat, kunnen leden van de gemeenschap " "beter identificeren hoe de fout is opgetreden." #: ../../docs/getting_started/introduction/learning_new_features.rst:108 msgid "" "If there is code involved, **share a code sample**. Other users won't be " "able to help you fix a problem without seeing your code. Share the code as " "text directly. To do so, you can copy and paste a short code snippet in a " "chat box, or use a website like `Pastebin `_ to share " "long files." msgstr "" "Als het om code gaat, **deel een stuk van je code**. Andere gebruikers " "zullen je niet kunnen helpen een probleem op te lossen zonder je code te " "zien. Deel de code direct als tekst. Om dat te doen, kun je een kort stuk " "code kopiëren en plakken in een chat-veld, of een website gebruiken zoals " "`Pastebin `_ om lange bestanden te delen." #: ../../docs/getting_started/introduction/learning_new_features.rst:114 msgid "" "**Share a screenshot** of your *Scene* dock along with your written code. " "Most of the code you write affects nodes in your scenes. As a result, you " "should think of those scenes as part of your source code." msgstr "" "**Deel een screenshot** van je *Scène*-paneel samen met de code die hebt " "geschreven. De meeste code die je schrijft heeft een effect op knopen in je " "scènes. Daarom moet je die scènes zien als deel van je broncode." #: ../../docs/getting_started/introduction/learning_new_features.rst:120 #, fuzzy msgid "" "Also, please don't take a picture with your phone, the low quality and " "screen reflections can make it hard to understand the image. Your operating " "system should have a built-in tool to take screenshots with the :kbd:`PrtSc` " "(Print Screen) key (macOS: use :kbd:`Cmd + Shift + 3` for a full screen " "shot, `more information here `_)." msgstr "" "Neem verder alsjeblieft geen foto met je telefoon; de lage kwaliteit en " "schermreflecties kunnen het moeilijk maken om de afbeelding te begrijpen. Je " "besturingssysteem zou een ingebouwde functie moeten hebben om screenshots te " "maken met de :kbd:`PrtSc` (Print Screen) toets." #: ../../docs/getting_started/introduction/learning_new_features.rst:126 #, fuzzy msgid "" "Alternatively, you can use a program like `ShareX `_ " "on Windows, or `Flameshot `_ on Windows/macOS/Linux." msgstr "" "Als alternatief kun je een programma als `ShareX `_ " "op Windows of `FlameShot `_ op Linux gebruiken." #: ../../docs/getting_started/introduction/learning_new_features.rst:129 msgid "" "Sharing a video of your running game can also be really **useful to " "troubleshoot your game**. You can use programs like `OBS Studio `_ and `Screen to GIF `_ to " "capture your screen." msgstr "" "Het delen van een video van je game terwijl die draait kan ook heel **zinvol " "zijn om problemen in je spel te identificeren**. Je kunt programma's " "gebruiken zoals `OBS Studio `_ en`Screen to GIF " "`_ om je scherm op te nemen." #: ../../docs/getting_started/introduction/learning_new_features.rst:134 msgid "" "You can then use a service like `streamable `_ or a " "cloud provider to upload and share your videos for free." msgstr "" "Je kunt een dienst zoals `streamable `_ of een " "cloud-aanbieder gebruikenom je video's gratis te uploaden en delen." #: ../../docs/getting_started/introduction/learning_new_features.rst:137 msgid "" "If you're not using the stable version of Godot, please mention the version " "you're using. The answer can be different as available features and the " "interface evolve rapidly." msgstr "" "Als je niet de stabiele versie van Godot gebruikt, noem dan de versie die je " "gebruikt. Het antwoord kan verschillen afhankelijk van de beschikbare " "functies en de interface ontwikkeld razendsnel." #: ../../docs/getting_started/introduction/learning_new_features.rst:141 msgid "" "Following these guidelines will maximize your chances of getting the answer " "you're looking for. They will save time both for you and the persons helping " "you." msgstr "" "Het volgen van deze richtlijnen geeft je de grootste kans dat je het " "antwoord krijgt waar je naar zoekt. Het zal tijd besparen voor zowel jou als " "de persoon die je helpt." #: ../../docs/getting_started/introduction/learning_new_features.rst:145 msgid "Community tutorials" msgstr "Handleidingen van de gemeenschap" #: ../../docs/getting_started/introduction/learning_new_features.rst:147 msgid "" "This manual aims to provide a comprehensive reference of Godot's features. " "Aside from the 2D and 3D getting started series, it does not contain " "tutorials to implement specific game genres. If you're looking for a " "tutorial about creating a role-playing game, a platformer, or other, please " "see :ref:`doc_community_tutorials`, which lists content made by the Godot " "community." msgstr "" "Deze handleiding is bedoeld als een omvattende referentie voor de functies " "van Godot. Buiten de 2D en 3D \"Aan de slag\" reeksen, bevat het geen " "tutorials om specifieke game-genres te implementeren. Als je een tutorial " "zoekt over het maken van een rollenspel, een platformer, of iets anders, " "kijk dan naar de :ref:`doc_community_tutorials`, waar je inhoud kunt vinden " "die is gemaakt door de Godot gemeenschap." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:4 msgid "Godot's design philosophy" msgstr "Godots ontwerpfilosofie" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:6 msgid "Now that you've gotten your feet wet, let's talk about Godot's design." msgstr "" "Nu je je hebt ingewerkt, laten we het hebben over het ontwerp van Godot." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:8 msgid "" "**Every game engine is different and fits different needs.** Not only do " "they offer a range of features, but the design of each engine is unique. " "This leads to different workflows and different ways to form your games' " "structures. This all stems from their respective design philosophies." msgstr "" "**Iedere game engine is anders en past bij andere behoeften.** Niet alleen " "bieden game engines een reeks van functies aan, maar het ontwerp van iedere " "engine is uniek. Dat zorgt voor andere werkwijzen en andere manieren om de " "structuur van je game te vormen. Dit alles komt voort uit verschillende " "ontwerpfilosofieën." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:13 msgid "" "This page is here to help you understand how Godot works, starting with some " "of its core pillars. It is not a list of available features, nor is it an " "engine comparison. To know if any engine can be a good fit for your project, " "you need to try it out for yourself and understand its design and " "limitations." msgstr "" "Deze pagina is er om je te helpen om te begrijpen hoe Godot werkt, waarbij " "we beginnen met enkele van de kernpilaren. Het is niet een lijst van " "beschikbare functies, of een vergelijking tussen engines. Om te weten of een " "engine goed past bij jouw project, moet je hem zelf proberen en het ontwerp " "en de beperkingen ervan begrijpen." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:19 #, fuzzy msgid "" "Please watch `Godot explained in 7 minutes `_ if you're looking for an overview of the engine's features." msgstr "" "Bekijk `Godot explained in 5 minutes `_ als je op zoek bent naar een overzicht van de functies van " "de engine." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:24 msgid "Object-oriented design and composition" msgstr "Object-georiënteerd ontwerp en compositie" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:26 msgid "" "Godot embraces object-oriented design at its core with its flexible scene " "system and Node hierarchy. It tries to stay away from strict programming " "patterns to offer an intuitive way to structure your game." msgstr "" "Godot omarmt object-georiënteerd ontwerp in de kern, met het flexibele " "scènesysteem en de knopenhierarchie. Het probeert afstand te houden van " "strenge programmerpatronen om een intuïtieve manier te geven om je game te " "structureren." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:30 msgid "" "For one, Godot lets you **compose or aggregate** scenes. It's like nested " "prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that " "uses the BlinkingLight. Then, create a city filled with BrokenLanterns. " "Change the BlinkingLight's color, save, and all the BrokenLanterns in the " "city will update instantly." msgstr "" "Zo laat Godot je scènes **samenstellen of bijeenvoegen**. Dit werkt zoals " "geneste Prefabs: je kunt een Knipperlicht-scène maken en een " "GebrokenLantaarn-scène die het Knipperlicht gebruikt. Dan maak je een stad " "gevuld met GebrokenLantaarns. Verander de kleur van het Knipperlicht, sla " "het op, en alle GebrokenLantaarns in de stad updaten meteen." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:37 msgid "On top of that, you can **inherit** from any scene." msgstr "Daarbij kun je **erven** van iedere scène." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:39 msgid "" "A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " "of a level… anything you'd like. It works like a class in pure code, except " "you're free to design it by using the editor, using only the code, or mixing " "and matching the two." msgstr "" "Een Godot-scène kan van alles zijn: een Wapen, een Karakter, een Ding, een " "Deur, een Level, deel van een level... alles wat je wilt. Het werkt zoals " "een klasse in pure code, alleen ben je vrij om het te ontwerpen met de " "editor, met alleen code, of door af te wisselen tussen die twee." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:44 msgid "" "It's different from prefabs you find in several 3D engines, as you can then " "inherit from and extend those scenes. You may create a Magician that extends " "your Character. Modify the Character in the editor and the Magician will " "update as well. It helps you build your projects so that their structure " "matches the game's design." msgstr "" "Het is anders dan prefabs die je verscheidene 3D-engines vindt, omdat je dan " "kunt erven van die scènes en ze kunt uitbreiden. Je kunt een Tovenaar maken " "die je Karakter uitbreidt. Pas het Karakter aan in de editor en de Tovenaar " "updatet ook. Dit helpt om projecten te bouwen waarvan de structuur samenvalt " "met het ontwerp van de game." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:50 #: ../../docs/getting_started/first_2d_game/index.rst:12 #: ../../docs/getting_started/first_3d_game/index.rst:12 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:25 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:22 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:9 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:40 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:22 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:10 #: ../../docs/community/asset_library/using_assetlib.rst:16 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:128 msgid "|image0|" msgstr "|image0|" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:174 #: ../../docs/getting_started/first_2d_game/index.rst:80 #: ../../docs/getting_started/first_3d_game/index.rst:74 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:451 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:334 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:346 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:375 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:514 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 #: ../../docs/community/asset_library/using_assetlib.rst:186 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:218 msgid "image0" msgstr "image0" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:52 msgid "" "Also note that Godot offers many different types of objects called nodes, " "each with a specific purpose. Nodes are part of a tree and always inherit " "from their parents up to the Node class. Although the engine does feature " "some nodes like collision shapes that a parent physics body will use, most " "nodes work independently from one another." msgstr "" "Merk ook op dat Godot veel verschillende typen objecten heeft genaamd " "knopen, ieder met een specifiek doel. Knopen zijn deel van een boom en erven " "altijd van hun ouders, tot aan de Node (knoop) klasse. Hoewel de engine een " "paar knopen heeft zoals botsvormen die gebruikt worden door een natuurkundig " "lichaam als ouder, werken de meeste knopen onafhankelijk van elkaar." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:58 msgid "" "In other words, Godot's nodes do not work like components in some other game " "engines." msgstr "" "Met andere woorden, de knopen van Godot werken niet zoals componenten in " "sommige game engines." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:61 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:361 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:27 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:19 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:47 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:26 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:17 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:24 #: ../../docs/community/asset_library/using_assetlib.rst:47 msgid "|image1|" msgstr "|image1|" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:175 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:452 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:335 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:347 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:376 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:515 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:449 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 #: ../../docs/community/asset_library/using_assetlib.rst:187 msgid "image1" msgstr "image1" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:63 msgid "" "Sprite2D is a Node2D, a CanvasItem and a Node. It has all the properties and " "features of its three parent classes, like transforms or the ability to draw " "custom shapes and render with a custom shader." msgstr "" "Sprite2D is een Node2D, een CanvasItem en een Node. Het heeft alle " "eigenschappen en functies van de drie ouderklassen, zoals transformaties en " "de mogelijkheid om eigen vormen te tekenen en te renderen met een eigen " "shader." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:68 msgid "All-inclusive package" msgstr "All-inclusive pakket" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:70 msgid "" "Godot tries to provide its own tools to answer most common needs. It has a " "dedicated scripting workspace, an animation editor, a tilemap editor, a " "shader editor, a debugger, a profiler, the ability to hot-reload locally and " "on remote devices, etc." msgstr "" "Godot probeert om zijn eigen gereedschap aan te bieden om de meeste " "behoeften te voorzien. Het heeft een toegewijde werkruimte om te scripten, " "een animatie-editor, een tegel-editor, een shader-editor, een debugger, een " "prestatiemeter, de mogelijkheid om lokaal en bij apparaten op afstand te hot-" "reloaden, etc.." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:75 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:369 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:31 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:26 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:58 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:34 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:21 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:32 #: ../../docs/community/asset_library/using_assetlib.rst:57 msgid "|image2|" msgstr "|image2|" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:453 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:377 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:516 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:450 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 #: ../../docs/community/asset_library/using_assetlib.rst:188 msgid "image2" msgstr "image2" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:77 #, fuzzy msgid "" "The goal is to offer a full package to create games and a continuous user " "experience. You can still work with external programs as long as there is an " "import plugin available in Godot for it." msgstr "" "Het doel is om een volledig pakket aan te bieden om games te maken, met een " "doorlopende gebruikerservaring. Je kunt nog steeds werken met externe " "programma's zolang er een importeer-plugin beschikbaar voor is in Godot. Of " "je kunt er een maken, zoals de `Tiled Map Importer `__." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:81 msgid "" "That is also partly why Godot offers its own programming language GDScript " "along with C#. GDScript is designed for the needs of game developers and " "game designers, and is tightly integrated in the engine and the editor." msgstr "" "Dat is ook deels waarom Godot zijn eigen programmeertaal GDScripts aanbiedt, " "naast C#. GDScripts is ontworpen naar de behoeften van game-ontwikkelaars en " "game-ontwerpers, en is dicht geïntegreerd in de engine en de editor." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:86 msgid "" "GDScript lets you write code using an indentation-based syntax, yet it " "detects types and offers a static language's quality of auto-completion. It " "is also optimized for gameplay code with built-in types like Vectors and " "Colors." msgstr "" "In GDScript kun je code schrijven met een indentatie-gebaseerde syntax, maar " "het herkent typen en biedt auto-aanvulling met de kwaliteit van een " "statische taal. Het is ook geoptimaliseerd voor gameplay-code met ingebouwde " "typen zoals Vectors en Colors." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:90 msgid "" "Note that with GDExtension, you can write high-performance code using " "compiled languages like C, C++, Rust, D, Haxe, or Swift without recompiling " "the engine." msgstr "" "Merk op dat je met GDExtension ook hoogpresterende code kunt schrijven met " "gecompileerde talen zoals C, C++, Rust, D, Haxe, of Swift, zonder te engine " "the hercompileren." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:93 msgid "" "Note that the 3D workspace doesn't feature as many tools as the 2D " "workspace. You'll need external programs or add-ons to edit terrains, " "animate complex characters, and so on. Godot provides a complete API to " "extend the editor's functionality using game code. See `The Godot editor is " "a Godot game`_ below." msgstr "" "Merk op dat de 3D-werkruimte niet zoveel gereedschap heeft als de 2D-" "werkruimte. Je zult externe programma's of add-ons nodig hebben om terrinen " "te bewerken, complexe karakters te animeren, enzovoorts. Godot biedt een " "volledige API om de functionaliteit van de editor uit te breiden met game-" "code. Zie `De Godot-editor is Godot-game`_ hieronder." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:99 msgid "Open source" msgstr "Open source" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:101 #, fuzzy msgid "" "Godot offers a fully open source codebase under the **MIT license**. This " "means that the codebase is free for anyone to download, use, modify, or " "share, as long as its license file is kept intact." msgstr "" "Godot biedt een volledige open source codebase onder de **MIT-licentie**. " "Dit betekent dat alle technologie die ermee geleverd wordt ook Vrij (als in " "vrijheid) moet zijn. Het grootste deel is geheel ontworpen door bijdragers." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:105 msgid "" "All technologies that ship with Godot, including third-party libraries, must " "be legally compatible with this open source license. Therefore, most parts " "of Godot are developed from the ground up by community contributors." msgstr "" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:109 msgid "" "Anyone can plug in proprietary tools for the needs of their projects — they " "just won't ship with the engine. This may include Google AdMob, or FMOD. Any " "of these can come as third-party plugins instead." msgstr "" "Iedereen kan particuliere tools toevoegen voor de behoeften van hun project " "- ze worden alleen niet geleverd met de engine. Dit kan bijvoorbeeld Google " "AdMob of FMOD zijn. Deze kunnen allemaal als plugins van derden worden " "aangeboden." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:114 msgid "" "On the other hand, an open codebase means you can **learn from and extend " "the engine** to your heart's content. You can also debug games easily, as " "Godot will print errors with a stack trace, even if they come from the " "engine itself." msgstr "" "Aan de andere kant betekent een open codebase dat je kunt **leren van de " "engine en hem kunt uitbreiden** naar je wilt. Je kunt ook games makkelijk " "debuggen, omdat Godot foutmeldingen print als een stack trace, ook als ze " "uit de engine zelf komen." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:120 msgid "" "This **does not affect the work you do with Godot** in any way: there's no " "strings attached to the engine or anything you make with it." msgstr "" "Dit **heeft geen effect op het werk dat je doet met Godot** op enige manier: " "er zijn geen voorwaarden aan de engine of iets dat je ermee maakt." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:124 msgid "Community-driven" msgstr "Gemeenschapsgedreven" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:126 msgid "" "**Godot is made by its community, for the community, and for all game " "creators out there.** It's the needs of the users and open discussions that " "drive the core updates. New features from the core developers often focus on " "what will benefit the most users first." msgstr "" "**Godot wordt gemaakt door de gemeenschap, voor de gemeenschap, en voor alle " "game-makers.** Het zijn de behoeften van de gebruikers en open discussies " "die de aansturing vormen voor kern-updates. Nieuwe functies van de " "kernontwikkelaars richten zich meestal in eerste plaats op waar de meeste " "gebruikers wat aan hebben." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:131 #, fuzzy msgid "" "That said, although a handful of core developers work on it full-time, the " "project has thousands of contributors at the time of writing. Benevolent " "programmers work on features they may need themselves, so you'll see " "improvements in all corners of the engine at the same time in every major " "release." msgstr "" "Dat gezegd hebbende, hoewel een handvol kernontwikkelaars er full-time aan " "werken, heeft het project meer dan 600 bijdragers op het moment van " "schrijven. Welwillende programmeurs werken aan functies die ze misschien " "zelf nodig hebben, dus je zult bij iedere majeurversie verbeteringen aan " "alle kanten van de engine tegelijk zien." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:138 msgid "The Godot editor is a Godot game" msgstr "De Godot-editor is een Godot-game" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:140 msgid "" "The Godot editor runs on the game engine. It uses the engine's own UI " "system, it can hot-reload code and scenes when you test your projects, or " "run game code in the editor. This means you can **use the same code** and " "scenes for your games, or **build plugins and extend the editor.**" msgstr "" "De Godot-editor draait op de game-engine. Het gebruikt het gebruiksinterface-" "systeem van de engine zelf, het kan code en scènes hot-reloaden als je je " "projecten aan het testen bent, of game-code in de editor draaien. Dit " "betekent dat je **dezelfde code en scènes** kunt gebruiken voor je games, of " "om **plugins te bouwen en de editor uit te breiden.**" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:145 msgid "" "This leads to a reliable and flexible UI system, as it powers the editor " "itself. With the ``@tool`` annotation, you can run any game code in the " "editor." msgstr "" "Dit zorgt voor een betrouwbaar en flexibele gebruiksinterface, omdat het de " "editor zelf aanstuurt. Met de ``@tool`` annotatie kun je ieder stuk gamecode " "draaien in de editor." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:151 #, fuzzy msgid "" "RPG in a Box is a voxel RPG editor made with Godot. It uses Godot's UI tools " "for its node-based programming system and for the rest of the interface." msgstr "" "*RPG in a Box is een voxel RPG-editor die is gemaakt met Godot 2. Het " "gebruikt de gebruiksinterface-tools van Godot voor zijn op knopen gebaseerde " "programmeersysteem en voor de rest van de interface.*" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:155 msgid "" "Put the ``@tool`` annotation at the top of any GDScript file and it will run " "in the editor. This lets you import and export plugins, create plugins like " "custom level editors, or create scripts with the same nodes and API you use " "in your projects." msgstr "" "Zet de ``@tool``-annotatie aan de bovenkant van enig GDScript-bestand en het " "zal draaien in de editor. Hiermee kun je plugins importeren en exporteren, " "plugins maken zoals zelfgemaakte level-bewerkers, of scripts maken met " "dezelfde knopen en API die je in je projecten gebruikt." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:162 msgid "" "The editor is fully written in C++ and is statically compiled into the " "binary. This means you can't import it as a typical project that would have " "a ``project.godot`` file." msgstr "" "De editor is volledig geschreven in C++ en wordt statisch gecompileerd naar " "binaire data. Dit betekent dat je het niet kunt importeren zoals een typisch " "project dat een ``project.godot``-bestand zou hebben." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:167 msgid "Separate 2D and 3D engines" msgstr "Aparte 2D- en 3D-engines" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:169 msgid "" "Godot offers dedicated 2D and 3D rendering engines. As a result, **the base " "unit for 2D scenes is pixels.** Even though the engines are separate, you " "can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " "your 3D world." msgstr "" "Godot biedt toegewijdde 2D- en 3D-render-engines. Daardoor **zijn pixels de " "basiseenheid van 2D-scènes.** Hoewel de engines afgescheiden zijn, kun je 2D " "renderen in 3D, 3D in 2D, en 2D sprites en interfaces over je 3D wereld " "leggen." #: ../../docs/getting_started/step_by_step/index.rst:8 msgid "" "This series builds upon the :ref:`Introduction to Godot ` and will get you started with the editor and the engine. You " "will learn more about nodes and scenes, code your first classes with " "GDScript, use signals to make nodes communicate with one another, and more." msgstr "" "Deze reeks bouwt voort op de :ref:`Introductie in Godot ` en zal je op weg helpen met de editor en de engine. Je zult " "meer leren over knopen en scènes, je eerste klassen coderen met GDScript, " "signalen gebruiken om knopen met elkaar te laten communiceren, en meer." #: ../../docs/getting_started/step_by_step/index.rst:13 msgid "" "The following lessons are here to prepare you " "for :ref:`doc_your_first_2d_game`, a step-by-step tutorial where you will " "code a game from scratch. By the end of it, you will have the necessary " "foundations to explore more features in other sections. We also included " "links to pages that cover a given topic in-depth where appropriate." msgstr "" "De volgende lessen zijn er om je voor te bereiden " "op :ref:`doc_your_first_2d_game`, een stap-voor-stap uitleg waar je een game " "vanuit niets gaat maken. Aan het einde heb je de benodigde basis om functies " "in andere secties door te bladeren. Waar dat van toepassing is, hebben we " "ook links toegevoegd naar pagina's die met meer diepgang ingaan op een " "bepaald onderwerp." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:7 msgid "Nodes and Scenes" msgstr "Noden en scènes" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:9 msgid "" "In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " "scenes and that each scene is a tree of nodes. In this lesson, we explain a " "bit more about them. You will also create your first scene." msgstr "" "In :ref:`doc_key_concepts_overview` zagen we dat een Godot-game een boom van " "scènes is en dat elke scène een boom van knopen is. In deze les leggen we " "daar wat meer over uit. Je gaat ook je eerste scène maken." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:16 msgid "" "**Nodes are the fundamental building blocks of your game**. They are like " "the ingredients in a recipe. There are dozens of kinds that can display an " "image, play a sound, represent a camera, and much more." msgstr "" "**Knopen zijn de fundamentele bouwstenen van je game**. Ze werken zoals de " "ingrediënten in een recept. Er zijn tientallen soorten die een afbeelding " "kunnen tonen, een geluid kunnen afspelen, een camera voorstellen, en nog " "veel meer." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:22 msgid "All nodes have the following characteristics:" msgstr "Alle nodes hebben de volgende eigenschappen:" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:24 msgid "A name." msgstr "Een naam." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:25 msgid "Editable properties." msgstr "Aanpasbare eigenschappen." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:26 msgid "They receive callbacks to update every frame." msgstr "Het kan een callback ontvangen om elk frame te verwerken." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:27 msgid "You can extend them with new properties and functions." msgstr "Je kan ze uitbreiden met nieuwe eigenschappen en functies." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:28 msgid "You can add them to another node as a child." msgstr "Je kan ze onder een andere node schikken." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:30 msgid "" "The last characteristic is important. **Together, nodes form a tree**, which " "is a powerful feature to organize projects. Since different nodes have " "different functions, combining them produces more complex behavior. As we " "saw before, you can build a playable character the camera follows using " "a :ref:`CharacterBody2D ` node, a :ref:`Sprite2D " "` node, a :ref:`Camera2D ` node, and " "a :ref:`CollisionShape2D ` node." msgstr "" "Het laatste kenmerk is belangrijk. **Samen vormen knopen een boom**, wat een " "krachtige manier is om projecten te organiseren. Omdat verschillende knopen " "verschillende functies hebben, kunnen we complex gedrag maken door ze te " "combineren. Zoals we al zagen, kun je een speelbaar karakter die wordt " "gevolgd door de camera maken met een :ref:`CharacterBody2D " "`-knoop, een :ref:`Sprite2D `-knoop, " "een :ref:`Camera2D `-knoop, en een :ref:`CollisionShape2D " "`-knoop." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:42 msgid "" "When you organize nodes in a tree, like our character, we call this " "construct a scene. Once saved, scenes work like new node types in the " "editor, where you can add them as a child of an existing node. In that case, " "the instance of the scene appears as a single node with its internals hidden." msgstr "" "Als je knopen organiseert in een boom, zoals ons karakter, noemen we dit een " "scène. Als ze zijn opgeslagen, werken scènes als nieuwe knopentypen in de " "editor, waar je ze kunt toevoegen als een kind van een bestaande knoop. In " "dat geval verschijnt de instantie van de scène als een enkele knoop met zijn " "inwendige structuur verborgen." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:47 msgid "" "Scenes allow you to structure your game's code however you want. You can " "**compose nodes** to create custom and complex node types, like a game " "character that runs and jumps, a life bar, a chest with which you can " "interact, and more." msgstr "" "Scènes stellen je in staat om de code van je game te structureren zoals je " "wilt. Je kunt **knopen samenstellen** om unieke of complexe knopentypen te " "maken, zoals een game-karakter dat rent en springt, een levensbalk, een kist " "die je open kunt maken, en meer." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:53 msgid "" "The Godot editor essentially is a **scene editor**. It has plenty of tools " "for editing 2D and 3D scenes, as well as user interfaces. A Godot project " "can contain as many of these scenes as you need. The engine only requires " "one as your application's **main scene**. This is the scene Godot will first " "load when you or a player runs the game." msgstr "" "In essentie is de Godot editor een **scène editor**. Hij bevat veel " "gereedschap voor het bewerken van 2D- en 3D-scènes en gebruikersinterfaces. " "Een Godot project kan bestaan uit zoveel scènes als je nodig hebt. De engine " "vraagt alleen dat er een scène de hoofdscène is. Dit is voor Godot het " "startpunt voor het spel." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:59 msgid "On top of acting like nodes, scenes have the following characteristics:" msgstr "Daarnaast hebben scènes de volgende eigenschappen:" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:61 #, fuzzy msgid "They always have one root node, like the \"Player\" in our example." msgstr "" "Ze hebben altijd een wortelknoop, zoals het \"Character\" in ons voorbeeld." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:62 msgid "You can save them to your local drive and load them later." msgstr "Je kunt ze bewaren op je lokale schijf en ze later weer inladen." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:63 msgid "" "You can create as many instances of a scene as you'd like. You could have " "five or ten characters in your game, created from your Character scene." msgstr "" "Je kunt zoveel instanties van een scène maken als je wilt. Je zou vijf of " "tien karakters in je game kunnen hebben, die allemaal met jouw Character-" "scène zijn gemaakt." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:67 msgid "Creating your first scene" msgstr "Het maken van je eerste scène" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:69 msgid "" "Let's create our first scene with a single node. To do so, you will need " "to :ref:`create a new project ` first. " "After opening the project, you should see an empty editor." msgstr "" "Laten we onze eerste scène maken met een enkele knoop. Om dat te toen, moet " "je eerst :ref:`een nieuw project maken " "`. Als je het project hebt geopend, zou " "je een lege editor moeten zien." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:75 #, fuzzy msgid "" "In an empty scene, the :ui:`Scene` dock on the left shows several options to " "add a root node quickly. :button:`2D Scene` adds a :ref:`Node2D " "` node, :button:`3D Scene` adds a :ref:`Node3D ` " "node, and :button:`User Interface` adds a :ref:`Control ` " "node. These presets are here for convenience; they are not " "mandatory. :button:`Other Node` lets you select any node to be the root " "node. In an empty scene, :button:`Other Node` is equivalent to pressing " "the :button:`Add Child Node` button at the top-left of the Scene dock, which " "usually adds a new node as a child of the currently selected node." msgstr "" "In een lege scène, toont het scène-paneel aan de linkerkant verschillende " "opties om snel een hoofdknoop aan de scène toe te voegen. \"2D Scene\" voegt " "een :ref:`Node2D ` knoop toe, \"3D Scene\" een :ref:`Node3D " "` knoop, en \"Gebruikersomgeving\" voegt een :ref:`Control " "` knoop toe. Deze opties zijn voor gemak al ingesteld, en " "kunnen gewijzigd worden. \"Andere Node\" laat je toe om elk soort node als " "hoofdknoop in te stellen. In een lege scène is dit gelijk aan het indrukken " "van de knop \"Kindknoop toevoegen\", linksboven van het scène-paneel, wat " "gebruikelijk een nieuwe node onder de huidig geselecteerde node schikt." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:85 msgid "" "We're going to add a single :ref:`Label ` node to our scene. " "Its function is to draw text on the screen." msgstr "" "We gaan een enkele :ref:`Label `-knoop aan onze scène " "toevoegen. De functie ervan is om tekst op het scherm te tekenen." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:88 #, fuzzy msgid "" "Press the :button:`Add Child Node` button or :button:`Other Node` to create " "a root node." msgstr "" "Klik op de knop \"Knoop hieronder toevoegen\" of op \"Andere knoop\" om een " "wortelknoop toe te voegen." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:93 #, fuzzy msgid "" "The :ui:`Create New Node` dialog opens, showing the long list of available " "nodes." msgstr "" "Dit opent het dialoogvenster \"Nieuw knooppunt maken\", waarin de lange " "lijst wordt getoond van beschikbare knooppunten." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:97 msgid "Select the Label node. You can type its name to filter down the list." msgstr "" "Selecteer de Label-knoop. Je kunt de naam ervan typen om de lijst te " "filteren." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:101 #, fuzzy msgid "" "Click on the Label node to select it and click the :button:`Create` button " "at the bottom of the window." msgstr "" "Klik op de Label-knoop om hem te selecteren en klik op de Aanmaken-knop aan " "de onderkant van het venster." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:106 msgid "" "A lot happens when you add a scene's first node. The scene changes to the 2D " "workspace because Label is a 2D node type. The Label appears, selected, in " "the top-left corner of the viewport. The node appears in the Scene dock on " "the left, and the node's properties appear in the Inspector dock on the " "right." msgstr "" "Er gebeurt veel op het moment dat je de eerste knoop van een scène aanmaakt. " "De scène schakelt naar de 2D-werkruimte omdat Label een 2D knooptype is. Het " "Label verschijnt, geselecteerd, linksboven in het venster. De knoop " "verschijnt in het scènepaneel links, en de eigenschappen van de knoop " "verschijnen in het inspecteurpaneel aan de rechterkant." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:112 msgid "Changing a node's properties" msgstr "Eigenschappen van een node aanpassen" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:114 #, fuzzy msgid "" "The next step is to change the Label's :inspector:`Text` property. Let's " "change it to \"Hello World\"." msgstr "" "Onze volgende stap zal zijn om de \"Tekst\" eigenschap van het label te " "wijzigen. Laten we het veranderen naar \"Hello World\"." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:117 #, fuzzy msgid "" "Head to the Inspector dock on the right of the viewport. Click inside the " "field below the :inspector:`Text` property and type \"Hello World\"." msgstr "" "Ga naar het inspecteurpaneel aan de rechterkant van het venster. Klik binnen " "het veld onder de Text-eigenschap en typ \"Hello world\"." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:122 msgid "You will see the text draw in the viewport as you type." msgstr "Je ziet dat de tekst wordt tekent in het beeldvenster terwijl je typt." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:124 msgid "" "You can edit any property listed in the Inspector as we did with the Text. " "For a complete reference of the Inspector dock, " "see :ref:`doc_editor_inspector_dock`." msgstr "" "Je kunt iedere eigenschap bewerken die in de inspecteur staat zoals we deden " "met de Text. Voor een complete referentie van het inspecteurpaneel, " "zie :ref:`doc_editor_inspector_dock`." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:128 msgid "" "You can move your Label node in the viewport by selecting the move tool in " "the toolbar." msgstr "" "Je kunt je Label-knoop verplaatsen in het beeldvenster door het " "\"verplaatsen\"-gereedschap te selecteren in de werkbalk." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:133 msgid "" "With the Label selected, click and drag anywhere in the viewport to move it " "to the center of the view delimited by the rectangle." msgstr "" "Als het Label is geselecteerd, kun je klikken en slepen in het beeldvenster " "om het te verplaatsen naar het midden van het beeld dat wordt begrensd door " "de rechthoek." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:139 msgid "Running the scene" msgstr "De scène draaien" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:141 #, fuzzy msgid "" "Everything's ready to run the scene! Press the :button:`Run Current Scene` " "button in the top-right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on " "macOS)." msgstr "" "Nu is alles klaar om de scène uit te voeren! Druk rechtsboven op de knop " "\"Speel scène\" in de bovenste balk of druk op :kbd:`F6` (:kbd:`Cmd + R` op " "macOS)." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:147 #, fuzzy msgid "" "A popup invites you to save the scene, which is required to run it. Click " "the :button:`Save` button in the file browser to save it as ``label.tscn``." msgstr "" "Een popupvenster vraagt of je de scène wil opslaan; dat is nodig om hem te " "runnen. Klik op de Opslaan-knop in de bestandsverkenner om hem op te slaan " "als ``label.tscn``." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:152 #, fuzzy msgid "" "The :ui:`Save Scene As` dialog, like other file dialogs in the editor, only " "allows you to save files inside the project. The ``res://`` path at the top " "of the window represents the project's root directory and stands for " "\"resource path\". For more information about file paths in Godot, " "see :ref:`doc_filesystem`." msgstr "" "Met het \"Scène Opslaan Als\"-dialoogvenster kun je, net als met alle andere " "bestandsdialoogvensters in de editor, alleen bestanden opslaan binnen het " "project. Het ``res://``-pad aan de bovenkant van het venster verwijst naar " "de hoofdmap van het project en is een afkorting voor \"resource path\". Voor " "meer informatie over bestandspaden in Godot, zie :ref:`doc_filesystem`." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:158 msgid "" "The application should open in a new window and display the text \"Hello " "World\"." msgstr "" "De applicatie zou nu in een nieuw venster moeten openen en de tekst \"Hello " "World\" laten zien." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:162 msgid "" "Close the window or press :kbd:`F8` (:kbd:`Cmd + .` on macOS) to quit the " "running scene." msgstr "" "Sluit het venster of druk op :kbd:`F8` (:kbd:`Cmd + .` op macOS) om de " "lopende scène af te sluiten." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:165 msgid "Setting the main scene" msgstr "De hoofdscène instellen" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:167 #, fuzzy msgid "" "To run our test scene, we used the :button:`Run Current Scene` button. " "Another button next to it, :button:`Run Project`, allows you to set and run " "the project's **main scene**. You can also press :kbd:`F5` (:kbd:`Cmd + B` " "on macOS) to do so." msgstr "" "Om onze testscène uit te voeren, gebruikten we de \"Scène Afspelen\"-knop. " "Met een andere knop ernaast kun je de hoofscène van het project instellen en " "afspelen. Je kunt hiervoor ook op :kbd:`F5` (:kbd:`Cmd + B` op macOS) " "drukken." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:173 msgid "" "Running the project's *main scene* is distinct from running the *current " "scene*. If you encounter unexpected behavior, check to ensure you are " "running the correct scene." msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:177 msgid "A popup window appears and invites you to select the main scene." msgstr "" "Een popup-venster verschijnt en vraagt je om de hoofdscène te selecteren." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:181 #, fuzzy msgid "" "Click the :button:`Select` button, and in the file dialog that appears, " "double click on ``label.tscn``." msgstr "" "Klik op de \"Selecteren\"-knop. In het bestandsdialoogvenster dat " "verschijnt, dubbelklik je op ``label.tscn``." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:186 msgid "" "The demo should run again. Moving forward, every time you run the project, " "Godot will use this scene as a starting point." msgstr "" "De demo zou opnieuw moeten afspelen. Vanaf nu zal Godot deze scène als " "beginpunt nemen als je het project afspeelt." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:189 #, fuzzy msgid "" "The editor saves the main scene's path in a project.godot file in your " "project's directory. While you can edit this text file directly to change " "project settings, you can also use the :menu:`Project > Project Settings` " "window to do so. For more information, see :ref:`doc_project_settings`." msgstr "" "De editor slaat het pad van de hoofscène op in een project.godot-bestand in " "de map van je project. Hoewel je dit tekstbestand direct kunt bewerken om de " "instellingen van je project aan te passen, kun je ook de het venster " "\"Project\" -> \"Projectinstellingen\" hiervoor gebruiken. Voor meer " "informatie, zie :ref:`doc_project_settings`." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:194 msgid "" "In the next part, we will discuss another key concept in games and in Godot: " "creating instances of a scene." msgstr "" "In het volgende deel bespreken we nog een sleutelconcept in games en in " "Godot: het maken van instanties van scènes." #: ../../docs/getting_started/step_by_step/instancing.rst:4 msgid "Creating instances" msgstr "Instanties maken" #: ../../docs/getting_started/step_by_step/instancing.rst:8 msgid "" "This tutorial refers to instancing scenes in the editor. To learn how to " "instance scenes from code, see :ref:`doc_nodes_and_scene_instances`." msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:11 msgid "" "Godot's approach to *instancing* described below should not be confused with " "hardware instancing that can be used to render large amounts of similar " "objects quickly. See :ref:`doc_using_multimesh` instead." msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:15 msgid "" "In the previous part, we saw that a scene is a collection of nodes organized " "in a tree structure, with a single node as its root. You can split your " "project into any number of scenes. This feature helps you break down and " "organize your game's different components." msgstr "" "In het vorige deel zagen we dat een scène een collectie van knopen is, die " "zijn georganiseerd in een boomstructuur, met een enkele knoop als de wortel. " "Je kunt je project opsplitsen in zoveel scènes als je wilt. Met deze " "functionaliteit kun je je project opdelen en organiseren in de verschillende " "componenten van je game." #: ../../docs/getting_started/step_by_step/instancing.rst:20 msgid "" "You can create as many scenes as you'd like and save them as files with the " "``.tscn`` extension, which stands for \"text scene\". The ``label.tscn`` " "file from the previous lesson was an example. We call those files \"Packed " "Scenes\" as they pack information about your scene's content." msgstr "" "Je kunt zoveel scènes aanmaken als je wilt en ze opslaan als bestanden met " "de ``.tscn``-extensie, die staat voor \"text scene\". Het ``label.tscn``-" "bestand van de vorige les was daar een voorbeeld van. We noemen deze " "bestanden \"Verpakte Scènes\" omdat ze informatie verpakken over de inhoud " "van je scène." #: ../../docs/getting_started/step_by_step/instancing.rst:25 msgid "" "Here's an example of a ball. It's composed of a :ref:`RigidBody2D " "` node as its root named Ball, which allows the ball to " "fall and bounce on walls, a :ref:`Sprite2D ` node, and " "a :ref:`CollisionShape2D `." msgstr "" "Hier is een voorbeeld van een bal. Het bestaat uit een :ref:`RigidBody2D " "`-knoop als de wortel, genaamd \"Ball\", waarmee de bal " "kan vallen en tegen muren kan stuiteren, een :ref:`Sprite2D " "`-knoop, en een :ref:`CollisionShape2D " "`." #: ../../docs/getting_started/step_by_step/instancing.rst:32 #, fuzzy msgid "" "Once you have saved a scene, it works as a blueprint: you can reproduce it " "in other scenes as many times as you'd like. Replicating an object from a " "template like this is called **instancing**." msgstr "" "Als je een scène hebt opgeslagen, werkt het als een blauwdruk: je kunt hem " "zo vaak als je wilt reproduceren in andere scènes. Het reproduceren van een " "object uit een sjabloon zoals hier heet **instantiëren**." #: ../../docs/getting_started/step_by_step/instancing.rst:38 msgid "" "As we mentioned in the previous part, instanced scenes behave like a node: " "the editor hides their content by default. When you instance the Ball, you " "only see the Ball node. Notice also how each duplicate has a unique name." msgstr "" "Zoals we noemden in het vorige deel, gedragen geïnstantiëerde scènes zich " "als knopen: de editor verbergt standaard hun inhoud. Als je de \"Ball\" " "instantiëert, zie je alleen de Ball-knoop. Merk ook op dat iedere kopie een " "unieke naam heeft." #: ../../docs/getting_started/step_by_step/instancing.rst:42 msgid "" "Every instance of the Ball scene starts with the same structure and " "properties as ``ball.tscn``. However, you can modify each independently, " "such as changing how they bounce, how heavy they are, or any property " "exposed by the source scene." msgstr "" "Iedere instantie van de Ball-scène begint met dezelfde structuur en " "eigenschappen als ``ball.tscn``. Maar je kunt iedere instantie onafhankelijk " "aanpassen, en bijvoorbeeld veranderen hoe die stuitert, hoe zwaar die is, of " "een andere eigenschap van de bronscène." #: ../../docs/getting_started/step_by_step/instancing.rst:48 msgid "In practice" msgstr "In de praktijk" #: ../../docs/getting_started/step_by_step/instancing.rst:50 msgid "" "Let's use instancing in practice to see how it works in Godot. We invite you " "to download the ball's sample project we prepared for you: " "`instancing_starter.zip `_." msgstr "" "Om te leren hoe instanties maken werkt, beginnen we met het `bal-" "voorbeeldproject voor starten met instanties maken `_." #: ../../docs/getting_started/step_by_step/instancing.rst:54 #, fuzzy msgid "" "Extract the archive on your computer. To import it, you need the Project " "Manager. The Project Manager is accessed by opening Godot, or if you already " "have Godot opened, click on :menu:`Project > Quit to Project List` " "(:kbd:`Ctrl + Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` on macOS)" msgstr "" "Pak het archief uit op je computer. Om het te importeren, heb je de " "Projectbeheerder nodig. Je komt bij Projectbeheerder als je Godot opent, of " "als je Godot al hebt geopend, klik je op *Project -> Terug naar " "Projectoverzicht* (:kbd:`Ctrl + Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` " "op macOS)" #: ../../docs/getting_started/step_by_step/instancing.rst:58 #, fuzzy msgid "" "In the Project Manager, click the :button:`Import` button to import the " "project." msgstr "" "In de Project Beheerder, click op de *Import* knop om het project te " "importeren." #: ../../docs/getting_started/step_by_step/instancing.rst:62 #, fuzzy msgid "" "In the pop-up that appears navigate to the folder you extracted. Double-" "click the ``project.godot`` file to open it." msgstr "" "In de popup die verschijnt, druk je op de \"bladeren\"-knop en navigeer je " "naar de map die je hebt uitgepakt." #: ../../docs/getting_started/step_by_step/instancing.rst:67 #, fuzzy msgid "Finally, click the :button:`Import` button." msgstr "Klik tenslotte op de \"Importeer & Bewerk\"-knop." #: ../../docs/getting_started/step_by_step/instancing.rst:71 msgid "" "A window notifying you that the project was last opened in an older Godot " "version may appear, that's not an issue. Click :button:`Ok` to open the " "project." msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:74 msgid "" "The project contains two packed scenes: ``main.tscn``, containing walls " "against which the ball collides, and ``ball.tscn``. The Main scene should " "open automatically. If you're seeing an empty 3D scene instead of the main " "scene, click the 2D button at the top of the screen." msgstr "" "Het project bevat twee verpakte scènes: ``main.tscn``, die muren bevat " "waartegen de bal botst, en ``ball.tscn``. De hoofscène zou automatisch " "moeten openen. Als je een lege 3D-scène ziet in plaats van de hoofscène, " "klik dan op de 2D-knop aan de bovenkant van het scherm." #: ../../docs/getting_started/step_by_step/instancing.rst:82 msgid "" "Let's add a ball as a child of the Main node. In the Scene dock, select the " "Main node. Then, click the link icon at the top of the scene dock. This " "button allows you to add an instance of a scene as a child of the currently " "selected node." msgstr "" "Laten we een bal toevoegen als kind van de hoofdknoop. Selecteer de " "hoofdknoop in het scènespaneel. Klik dan op het link-icoon aan de bovenkant " "van het scènepaneel. Met deze knop kun je een instantie van een scène " "toevoegen als een kind van de op dat moment geselecteerde knoop." #: ../../docs/getting_started/step_by_step/instancing.rst:88 msgid "Double-click the ball scene to instance it." msgstr "Dubbelklik op de \"Ball\"-scène om hem te instantiëren." #: ../../docs/getting_started/step_by_step/instancing.rst:92 msgid "The ball appears in the top-left corner of the viewport." msgstr "De bal verschijnt in de hoek linksboven in het beeldvenster." #: ../../docs/getting_started/step_by_step/instancing.rst:96 msgid "Click on it and drag it towards the center of the view." msgstr "Klik erop en sleep hem naar het midden van het beeld." #: ../../docs/getting_started/step_by_step/instancing.rst:100 msgid "" "Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should " "see it fall." msgstr "" "Speel het spel door op :kbd: `F5`(:kbd:`Cmd + B` op macOS) te drukken. Je " "zou een vallende bal moeten zien." #: ../../docs/getting_started/step_by_step/instancing.rst:102 msgid "" "Now, we want to create more instances of the Ball node. With the ball still " "selected, press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to call the " "duplicate command. Click and drag to move the new ball to a different " "location." msgstr "" "Nu willen we meer instanties van de \"Ball\"-knoop maken. Druk, terwijl de " "bal nog geselecteerd is, op :kbd:`Ctrl + D` (:kbd:`Cmd + D` op macOS) om het " "dupliceerd-commando aan te roepen. Klik en sleep om de nieuwe bal naar een " "andere plek te verplaatsen." #: ../../docs/getting_started/step_by_step/instancing.rst:108 msgid "You can repeat this process until you have several in the scene." msgstr "Je kunt dit proces herhalen totdat je er een paar in de scène hebt." #: ../../docs/getting_started/step_by_step/instancing.rst:112 msgid "" "Play the game again. You should now see every ball fall independently from " "one another. This is what instances do. Each is an independent reproduction " "of a template scene." msgstr "" "Speel de game nog een keer. Je zou nu moeten zien dat alle ballen " "onafhankelijk van elkaar vallen. Dat is wat instanties doen. Iedere " "instantie is een onafhankelijke reproductie van een sjabloonscène." #: ../../docs/getting_started/step_by_step/instancing.rst:117 msgid "Editing scenes and instances" msgstr "Scènes en instanties bewerken" #: ../../docs/getting_started/step_by_step/instancing.rst:119 msgid "There is more to instances. With this feature, you can:" msgstr "" "Er is nog meer dat je kunt doen met instanties. Met deze functionaliteit kun " "je:" #: ../../docs/getting_started/step_by_step/instancing.rst:121 #, fuzzy msgid "" "Change the properties of one ball without affecting the others using " "the :ui:`Inspector`." msgstr "" "De eigenschappen van één bal aanpassen in de Inspecteur zonder de anderen te " "beïnvloeden." #: ../../docs/getting_started/step_by_step/instancing.rst:123 msgid "" "Change the default properties of every Ball by opening the ``ball.tscn`` " "scene and making a change to the Ball node there. Upon saving, all instances " "of the Ball in the project will see their values update." msgstr "" "De standaard-eigenschappen van alle ballen aanpassen door de ``ball.tscn``-" "scène te openen en daar een aanpassing aan de Ball-knoop te maken. Bij het " "opslaan worden de waarden van alle instanties van de Ball in het project " "geüpdatet." #: ../../docs/getting_started/step_by_step/instancing.rst:127 msgid "" "Changing a property on an instance always overrides values from the " "corresponding packed scene." msgstr "" "Het veranderen van een eigenschap op een instantie overstijgt altijd de " "waarden van de bijbehorende verpakte scène." #: ../../docs/getting_started/step_by_step/instancing.rst:130 msgid "" "Let's try this. Double-click ``ball.tscn`` in the FileSystem to open it." msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:134 #, fuzzy msgid "" "In the Scene dock on the left, select the Ball node. Then, in " "the :ui:`Inspector` on the right, click on the :inspector:`PhysicsMaterial` " "property to expand it." msgstr "" "Laten we dit proberen. Open ``ball.tscn``en selecteer de \"Ball\"-knoop. " "Klik in de Inspecteur aan de rechterkant op de \"PhysicsMaterial\"-" "eigenschap om hem uit te vouwen." #: ../../docs/getting_started/step_by_step/instancing.rst:139 msgid "" "Set its Bounce property to ``0.5`` by clicking on the number field, typing " "``0.5``, and pressing :kbd:`Enter`." msgstr "" "Zet de Stuiter-eigenschap naar ``0.5`` : klik op het nummerveld, typ " "``0.5``, en druk op :kbd:`Enter`." #: ../../docs/getting_started/step_by_step/instancing.rst:144 #, fuzzy msgid "" "Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) and notice how " "all balls now bounce a lot more. As the Ball scene is a template for all " "instances, modifying it and saving causes all instances to update " "accordingly." msgstr "" "Speel het spel door te drukken op :kbd:`F5` en merk op dat alle ballen nu " "een stuk meer stuiteren. Omdat de \"Ball\"-scène een sjabloon is voor alle " "instanties, zorgt het aanpassen en opslaan ervan dat alle instanties worden " "geüpdatet." #: ../../docs/getting_started/step_by_step/instancing.rst:148 msgid "" "Let's now adjust an individual instance. Head back to the Main scene by " "clicking on the corresponding tab above the viewport." msgstr "" "Laten we nu een individuele instantie aanpassen. Ga terug naar de hoofscène " "door op de het bijbehorende tabblad boven het beeldvenster te klikken." #: ../../docs/getting_started/step_by_step/instancing.rst:153 #, fuzzy msgid "" "Select one of the instanced Ball nodes and, in the :ui:`Inspector`, set " "its :inspector:`Gravity Scale` value to ``10``." msgstr "" "Selecteer een van de geïnstantiëerde \"Ball\"-knopen en pas, in de " "Inspecteur, de Zwaartekrachtschaal-waarde aan naar ``10``." #: ../../docs/getting_started/step_by_step/instancing.rst:158 msgid "A grey \"revert\" button appears next to the adjusted property." msgstr "" "Een grijze \"ongedaan maken\"-knop verschijnt naast de aangepaste eigenschap." #: ../../docs/getting_started/step_by_step/instancing.rst:162 msgid "" "This icon indicates you are overriding a value from the source packed scene. " "Even if you modify the property in the original scene, the value override " "will be preserved in the instance. Clicking the revert icon will restore the " "property to the value in the saved scene." msgstr "" "Merk op dat een grijze \"herstel\" knop verschenen is naast de aangepaste " "eigenschap. Als deze knop aanwezig is, betekent dat dat je een eigenschap " "van een geïnstantieerde scène hebt aangepast en daarmee de waarde uit de " "opgeslagen scène overschreven hebt. Ook als de eigenschap in het vervolg is " "aangepast in de originele scène, zal deze aangepaste waarde blijven. Het " "drukken op de herstel knop zal eigenschap terugzetten naar de waarde uit de " "opgeslagen scène." #: ../../docs/getting_started/step_by_step/instancing.rst:167 msgid "" "Rerun the game and notice how this ball now falls much faster than the " "others." msgstr "" "Start het spel opnieuw op en merk op dat deze bal nu een stuk sneller valt " "dan de anderen." #: ../../docs/getting_started/step_by_step/instancing.rst:171 #, fuzzy msgid "" "You may notice you are unable to change the values of " "the :inspector:`PhysicsMaterial` of the ball. This is " "because :inspector:`PhysicsMaterial` is a *resource*, and needs to be made " "unique before you can edit it in a scene that is linking to its original " "scene. To make a resource unique for one instance, right-click on " "the :inspector:`Physics Material` property in the :ui:`Inspector` and " "click :button:`Make Unique` in the context menu." msgstr "" "Als je een waarde op het ``PhysicsMaterial`` van een instantie aanpast, " "wordt het ook op alle andere toegepast. Dit is omdat ``PhysicsMaterial`` een " "bron is, en bronnen worden gedeeld tussen instanties. Om een born uniek te " "maken voor een instantie, klik je erop met de rechtermuisknop in de " "Inspecteur en klik je op Maak Uniek in het contextmenu." #: ../../docs/getting_started/step_by_step/instancing.rst:178 msgid "" "Resources are another essential building block of Godot games we will cover " "in a later lesson." msgstr "" "Bronnen zijn nog een essentiële bouwsteen van Godot-games die we in een " "latere les zullen behandelen." #: ../../docs/getting_started/step_by_step/instancing.rst:182 msgid "Scene instances as a design language" msgstr "Scène-instanties als een ontwerptaal" #: ../../docs/getting_started/step_by_step/instancing.rst:184 msgid "" "Instances and scenes in Godot offer an excellent design language, setting " "the engine apart from others out there. We designed Godot around this " "concept from the ground up." msgstr "" "Instanties en scènes in Godot bieden een uitstekende ontwerptaal, waarmee de " "engine zich onderscheidt van andere. We hebben Godot vanuit de basis rond " "dit concept gebouwd." #: ../../docs/getting_started/step_by_step/instancing.rst:188 msgid "" "We recommend dismissing architectural code patterns when making games with " "Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. " "Instead, you can start by imagining the elements players will see in your " "game and structure your code around them." msgstr "" "We raden aan om, bij het maken van games met Godot, architecturele code-" "patronen af te wijzen zoals Model-View-Controller (MVC) or Entity-" "Relationship-diagrammen. In plaats daarvan kun je beginnen met het " "voorstellen van de elementen die spelers in je game zullen zien, en je code " "daar omheen structureren." #: ../../docs/getting_started/step_by_step/instancing.rst:193 msgid "For example, you could break down a shooter game like so:" msgstr "Zo kan bijvoorbeeld een simpel schietspel ingebeeld worden:" #: ../../docs/getting_started/step_by_step/instancing.rst:197 #, fuzzy msgid "" "You can come up with a diagram like this for almost any type of game. Each " "rectangle represents an entity that's visible in the game from the player's " "perspective. The arrows point towards the instantiator of each scene." msgstr "" "Zo'n diagram kan voor haast elk soort spel bedacht worden. Elke rechthoek " "staat voor een zichtbare entiteit voor de speler in het spel. De pijlen " "laten zien bij welke scène ze horen." #: ../../docs/getting_started/step_by_step/instancing.rst:201 msgid "" "Once you have a diagram, we recommend creating a scene for each element " "listed in it to develop your game. You'll use instancing, either by code or " "directly in the editor, to build your tree of scenes." msgstr "" "Zodra je een dergelijk schema hebt, wordt het aangeraden om voor elk element " "in het schema een scène aan te maken om zo je spel te maken. Met " "instantiëren, vanuit code of rechtstreeks vanuit de editor, bouw je de " "boomstructuur aan scènes wat het spel vormt." #: ../../docs/getting_started/step_by_step/instancing.rst:205 msgid "" "Programmers tend to spend a lot of time designing abstract architectures and " "trying to fit components into it. Designing based on scenes makes " "development faster and more straightforward, allowing you to focus on the " "game logic itself. Because most game components map directly to a scene, " "using a design based on scene instantiation means you need little other " "architectural code." msgstr "" "Programmeurs besteden veel tijd aan het ontwerpen van abstracte architectuur " "en componenten daar in te passen. Met scènes ontwerpen maakt de ontwikkeling " "sneller en eenvoudiger, zodat je kan focussen op het spel logica zelf. Omdat " "de meeste componenten direct in een scène passen, heb je weinig andere " "architectuurcode nodig hebt." #: ../../docs/getting_started/step_by_step/instancing.rst:211 msgid "" "Here's the example of a scene diagram for an open-world game with tons of " "assets and nested elements:" msgstr "" "Laten we kijken naar een scène diagram voor een openwereldspel met veel " "assets en geneste elementen:" #: ../../docs/getting_started/step_by_step/instancing.rst:216 msgid "" "Imagine we started by creating the room. We could make a couple of different " "room scenes, with unique arrangements of furniture in them. Later, we could " "make a house scene that uses multiple room instances for the interior. We " "would create a citadel out of many instanced houses and a large terrain on " "which we would place the citadel. Each of these would be a scene instancing " "one or more sub-scenes." msgstr "" "Stel dat we beginnen met het maken van een kamer. We zouden een paar " "verschillende kamerscènes kunnen maken, elk met een unieke opstelling van " "meubilair. Later kunnen we een huis-scène maken die de verschillende " "kamerinstanties gebruikt als interieur. We kunnen een citadel maken van de " "vele geïnstantiëerde huizen, en een groot landschap waarop we het citadel " "kunnen plaatsen. Dit zouden allemaal scènes zijn, die één of meer sub-scènes " "instantiëren." #: ../../docs/getting_started/step_by_step/instancing.rst:222 msgid "" "Later, we could create scenes representing guards and add them to the " "citadel. They would be indirectly added to the overall game world." msgstr "" "Later kunnen we ook scènes maken die bewakers vertegenwoordigen, en hen " "eveneens aan de vesting toevoegen. Het resultaat is dat ze hierdoor ook aan " "de gehele spelwereld worden toegevoegd." #: ../../docs/getting_started/step_by_step/instancing.rst:225 msgid "" "With Godot, it's easy to iterate on your game like this, as all you need to " "do is create and instantiate more scenes. We designed the editor to be " "accessible to programmers, designers, and artists alike. A typical team " "development process can involve 2D or 3D artists, level designers, game " "designers, and animators, all working with the Godot editor." msgstr "" "Met Godot is het makkelijk iteratief aan je spel te werken, want je hoeft " "alleen meer scènes te maken en instantiëren. De editor is " "gebruiksvriendelijk voor programmeurs, ontwerpers en artiesten. Een typisch " "ontwikkelingsteam kan 2D of 3D artiesten, levelontwerpers, spelontwerpers en " "animatoren omvatten, die in hun proces allen met de Godot editor werken." #: ../../docs/getting_started/step_by_step/instancing.rst:234 msgid "" "Instancing, the process of producing an object from a blueprint, has many " "handy uses. With scenes, it gives you:" msgstr "" "Instantiëren, het proces van het maken van een object van een sjabloon, " "heeft veel handige toepassingen. Met scènes krijg je:" #: ../../docs/getting_started/step_by_step/instancing.rst:237 msgid "The ability to divide your game into reusable components." msgstr "De mogelijkheid om jouw spel op te delen in herbruikbare onderdelen." #: ../../docs/getting_started/step_by_step/instancing.rst:238 msgid "A tool to structure and encapsulate complex systems." msgstr "Een gereedschap om complexe systemen te structureren en inkapselen." #: ../../docs/getting_started/step_by_step/instancing.rst:239 msgid "" "A language to think about your game project's structure in a natural way." msgstr "" "Een taal om op een natuurlijke manier na te denken over de structuur van je " "gameproject." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:9 msgid "Scripting languages" msgstr "Scripttalen" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:11 msgid "" "This lesson will give you an overview of the available scripting languages " "in Godot. You will learn the pros and cons of each option. In the next part, " "you will write your first script using GDScript." msgstr "" "In deze les krijg je een overzicht van de beschikbare scripttalen in Godot. " "Je leert de voor- en nadelen van elke optie. In het volgende deel zul je je " "eerste script schrijven met GDScript." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:15 msgid "" "**Scripts attach to a node and extend its behavior**. This means that " "scripts inherit all functions and properties of the node they attach to." msgstr "" "**Scripts zijn gekoppeld aan een knop en breiden diens gedrag uit**. Dit " "betekent dat scripts alle functies en eigenschappen ervan van de knoop " "waaraan gekoppeld zijn." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:18 msgid "" "For example, take a game where a Camera2D node follows a ship. The Camera2D " "node follows its parent by default. Imagine you want the camera to shake " "when the player takes damage. As this feature is not built into Godot, you " "would attach a script to the Camera2D node and code the shake." msgstr "" "Neem bijvoorbeeld een game waarin een Camera2D-knoop een schip volgt. De " "Camera2D-knoop volgt standaard zijn ouder. Stel dat je de camera wil " "schudden als de speler schade oploopt. Omdat deze functie niet is ingebouwd " "in Godot, zou je een script toevoegen aan de Camera2D-knop en het schudden " "coderen." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:26 msgid "Available scripting languages" msgstr "Beschikbare scripttalen" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:28 msgid "" "Godot offers **four gameplay programming languages**: GDScript, C#, and, via " "its GDExtension technology, C and C++. There are more community-supported " "languages, but these are the official ones." msgstr "" "Godot biedt **vier gameplay-programmeertalen**: GDScript, C#, en, via de " "GDExtension-technologie, C en C++. Er worden meer talen ondersteund door de " "gemeenschap, maar dit zijn de officiële." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:32 msgid "" "You can use multiple languages in a single project. For instance, in a team, " "you could code gameplay logic in GDScript as it's fast to write, and use C# " "or C++ to implement complex algorithms and maximize their performance. Or " "you can write everything in GDScript or C#. It's your call." msgstr "" "Je kunt meerdere talen in één project gebruiken. In een team kun je " "bijvoorbeeld de gameplay-logica coderen in GDScript omdat het snel schrijft, " "en complexe algoritmes implementeren in C# of C++ voor de beste prestaties. " "Of je kunt alles met GDScript of C# schrijven. De keuze is aan jou." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:37 msgid "" "We provide this flexibility to answer the needs of different game projects " "and developers." msgstr "" "We bieden deze flexibiliteit om te voldoen aan de verschillende behoeften " "van gameprojecten en -ontwikkelaars." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:41 msgid "Which language should I use?" msgstr "Welke taal zal ik gebruiken?" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:43 msgid "" "If you're a beginner, we recommend to **start with GDScript**. We made this " "language specifically for Godot and the needs of game developers. It has a " "lightweight and straightforward syntax and provides the tightest integration " "with Godot." msgstr "" "Als je een beginner bent, raden we aan om te **beginnen met GDScript**. We " "hebben deze taal spefiek gemaakt voor Godot en de behoeften van game-" "ontwikkelaars. Het heeft een lichtgewicht en duidelijke syntax en biedt de " "meest hechte integratie met Godot." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:50 msgid "" "For C#, you will need an external code editor like `VSCode `_ or Visual Studio. While C# support is now mature, " "you will find fewer learning resources for it compared to GDScript. That's " "why we recommend C# mainly to users who already have experience with the " "language." msgstr "" "Voor C# heb je een externe code-editor nodig zoals `VSCode `_ of Visual Studio. Hoewel C#-ondersteuning " "inmiddelds volgroeid is, zul je er minder leermiddelen voor vinden dan voor " "GDscript. Daarom raden we C# voor aan voor gebruikers die al ervaring hebben " "met de taal." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:56 msgid "Let's look at each language's features, as well as its pros and cons." msgstr "" "Laten we kijken naar de eigenschappen van iedere taal, en de voor- en " "nadelen ervan." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:61 msgid "" ":ref:`GDScript` is an `object-oriented `_ and `imperative " "`_ programming " "language built for Godot. It's made by and for game developers to save you " "time coding games. Its features include:" msgstr "" ":ref:`GDScript` is een `object-georiënteerde `_ and `imperatieve " "`_ programmeertaal die " "is gebouwd voor Godot. Het wordt voor en door game-ontwikkelaars gemaakt om " "tijd te besparen bij het coderen van games. Eigenschappen ervan zijn:" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:67 msgid "A simple syntax that leads to short files." msgstr "Een eenvoudige syntax die voor kortere bestanden zorgt." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:68 msgid "Blazing fast compilation and loading times." msgstr "Razend snelle compilatie- en laadtijden." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:69 msgid "" "Tight editor integration, with code completion for nodes, signals, and more " "information from the scene it's attached to." msgstr "" "Nauwe samenwerking met de editor, met broncodeaanvulling voor nodes, " "signalen en verdere informatie vanuit de gekoppelde scène." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:71 msgid "" "Built-in vector and transform types, making it efficient for heavy use of " "linear algebra, a must for games." msgstr "" "Heeft ingebouwde vector- en transformatie-types, voor efficiënt gebruik van " "lineaire algebra, wat vrijwel vereist is voor spellen." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:73 msgid "Supports multiple threads as efficiently as statically typed languages." msgstr "" "Ondersteunt meerdere threads met dezelfde efficiëntie als statisch " "getypeerde talen." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:74 msgid "" "No `garbage collection `_, as this feature eventually gets in " "the way when creating games. The engine counts references and manages the " "memory for you in most cases by default, but you can also control memory if " "you need to." msgstr "" "Geen `garbage collection `_, omdat deze functionaliteit " "uiteindelijk in de weg zit bij het maken van games. De engine telt " "referenties en beheert in de meeste gevallen standaard het geheugen voor je, " "maar je kunt ook het geheugen beheren als dat nodig is." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:79 msgid "" "`Gradual typing `_. Variables " "have dynamic types by default, but you also can use type hints for strong " "type checks." msgstr "" "`Gradual typing `_. Variabelen " "hebben standaard dynamische types, maar je kunt ook type-hints gebruiken " "voor sterke type-checks." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:83 msgid "" "GDScript looks like Python as you structure your code blocks using " "indentations, but it doesn't work the same way in practice. It's inspired by " "multiple languages, including Squirrel, Lua, and Python." msgstr "" "GDScript ziet eruit als Python omdat je je codeblokken structureert met " "indentaties, maar het werkt in de praktijk anders. Het is geïnspireerd door " "meerdere talen, waaronder Squirrel, Lua, en Python." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:89 msgid "Why don't we use Python or Lua directly?" msgstr "Waarom gebruiken we niet direct Python of Lua?" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:91 msgid "" "Years ago, Godot used Python, then Lua. Both languages' integration took a " "lot of work and had severe limitations. For example, threading support was a " "big challenge with Python." msgstr "" "Jaren geleden gebruikte Godot Python, en daarna Lua. De integratie van beide " "talen vergde veel werk en had ernstige beperkingen. Ondersteuning voor " "threading was bijvoorbeeld een grote uitdaging in Python." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:95 msgid "" "Developing a dedicated language doesn't take us more work and we can tailor " "it to game developers' needs. We're now working on performance optimizations " "and features that would've been difficult to offer with third-party " "languages." msgstr "" "Het ontwikkelen van een toegewijde taal kost ons niet meer werk en we kunnen " "het afstemmen naar de behoeften van game-ontwikkelaars. We werken nu aan " "prestatie-optimalisaties en functionaliteiten die moeilijk zouden zijn om " "aan te bieden met talen van derden." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:101 msgid ".NET / C#" msgstr ".NET / C#" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:103 msgid "" "As Microsoft's `C# `_ is a favorite amongst game developers, we " "officially support it. C# is a mature and flexible language with tons of " "libraries written for it. We were able to add support for it thanks to a " "generous donation from Microsoft." msgstr "" "Aangezien Microsoft's `C# `_ gewild is onder spelontwikkelaars " "ondersteunen we het nu officieel. C# is een volwassen en flexibele taal waar " "heel veel code voor geschreven is. De ondersteuning is dankzij een gulle " "donatie van Microsoft tot stand gekomen." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:111 msgid "" "C# offers a good tradeoff between performance and ease of use, although you " "should be aware of its garbage collector." msgstr "" "Het heeft een uitstekende balans tussen prestaties en gebruiksgemak, hoewel " "opgepast moet worden voor het gebruik van automatisch geheugenbeheer (GC)." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:114 msgid "" "You must use the .NET edition of the Godot editor to script in C#. You can " "download it on the Godot website's `download `_ page." msgstr "" "Je moet de .NET-editie van de Godot-editor gebruikten om scripts in C# te " "schrijven. Je kunt deze downloaden op de `download `_ pagina van de Godot website." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:118 #, fuzzy msgid "" "Since Godot uses .NET 8, in theory, you can use any third-party .NET library " "or framework in Godot, as well as any Common Language Infrastructure-" "compliant programming language, such as F#, Boo, or ClojureCLR. However, C# " "is the only officially supported .NET option." msgstr "" "Aangezien Godot .NET 6 gebruikt, kan in theorie elke .NET bibliotheek of " "framework van derden gebruikt worden, net zoals elke CLI-conforme " "programmeertaal, zoals F#, Boo of ClojureCLR. Hoewel deze opties gebruikt " "kunnen worden, ondersteunen wij officieel enkel C# als optie voor .NET." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:123 msgid "" "GDScript code itself doesn't execute as fast as compiled C# or C++. However, " "most script code calls functions written with fast algorithms in C++ code " "inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " "C++ won't have a significant impact on performance." msgstr "" "GDScript code zelf voert niet zo snel uit als gecompileerde C# of C++. " "Echter, de meeste scriptcode roept functies aan die zijn geschreven met " "snelle algoritmes in C++-code binnen de engine. In veel gevallen heeft het " "geen significante invloed op prestaties of je code schrijft in GDScript, C#, " "of C++." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:136 #, fuzzy msgid "To learn more about C#, head to the :ref:`doc_c_sharp` section." msgstr "Om meer te leren over C#, zie de :ref:`C# basis ` pagina." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:139 msgid "C++ via GDExtension" msgstr "C++ met GDExtension" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:141 msgid "" "GDExtension allows you to write game code in C++ without needing to " "recompile Godot." msgstr "" "GDExtension maakt het mogelijk om te scripten met C++ zonder Godot opnieuw " "te compileren." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:146 msgid "" "You can use any version of the language or mix compiler brands and versions " "for the generated shared libraries, thanks to our use of an internal C API " "Bridge." msgstr "" "Dankzij ons gebruik van een interne C API brug kan elke taal- en compiler-" "versie gebruikt worden om shared libraries te produceren." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:149 msgid "" "GDExtension is the best choice for performance. You don't need to use it " "throughout an entire game, as you can write other parts in GDScript or C#." msgstr "" "GDExtension is de beste keuze voor prestaties en hoeft niet door het gehele " "spel gebruikt te worden, omdat andere delen in GDScript of C# geschreven " "kunnen worden." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:152 msgid "" "When working with GDExtension, the available types, functions, and " "properties closely resemble Godot's actual C++ API." msgstr "" "Bij het werken met GDExtension, lijken de beschikbare types, functies en " "eigenschappen sterk op de echte C++-API van Godot." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:158 msgid "" "Scripts are files containing code that you attach to a node to extend its " "functionality." msgstr "" "Scripts zijn bestanden die code bevatten, die je aan een knoop koppelt om de " "functionaliteit ervan uit te breiden." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:161 msgid "" "Godot supports four official scripting languages, offering you flexibility " "between performance and ease of use." msgstr "" "Godot ondersteunt vier officiële scripttalen, en biedt daarmee flexibiliteit " "tussen prestaties en gebruiksgemak." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:164 msgid "" "You can mix languages, for instance, to implement demanding algorithms with " "C or C++ and write most of the game logic with GDScript or C#." msgstr "" "Je kunt talen mixen, om bijvoorbeeld veeleisende algoritmes in C of C++ te " "schrijven, en de meeste game-logica in GDScript of C#." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:19 msgid "Creating your first script" msgstr "Je eerste script schrijven" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:21 #, fuzzy msgid "" "In this lesson, you will code your first script to make the Godot icon turn " "in circles. As we mentioned :ref:`in the introduction " "`, we assume you have programming " "foundations." msgstr "" "In deze les ga je je eerste script coderen om het Godot-icon in circels te " "laten draaien met GDScript. Zoals we noemden :ref:`in de introductie `, gaan we er vanuit dat je een programmeerbasis hebt. De " "equivalente C#-code is voor het gemak toegevoegd in een ander tabblad." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:26 msgid "" "This tutorial is written for GDScript, and the equivalent C# code is " "included in another tab of each codeblock for convenience." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:31 #, fuzzy msgid "" "To learn more about GDScript, its keywords, and its syntax, head to " "the :ref:`doc_gdscript` section. To learn more about C#, head to " "the :ref:`doc_c_sharp` section." msgstr "" "Om meer te leren over GDScript en de sleutelwoorden en syntax ervan, zie " "de :ref:`GDScript referentie`." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:36 msgid "Project setup" msgstr "Projectconfiguratie" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:38 msgid "" "Please :ref:`create a new project ` to " "start with a clean slate. Your project should contain one picture: the Godot " "icon, which we often use for prototyping in the community." msgstr "" ":ref:`Maak een nieuw project `om met " "een schone lei te beginnen. Je project zou één plaatje moeten bevatten: het " "Godot-icoon, dat we vaak gebruiken voor prototypes in de gemeenschap." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:44 #, fuzzy msgid "" "We need to create a Sprite2D node to display it in the game. In " "the :ui:`Scene` dock, click the :button:`Other Node` button." msgstr "" "We moeten een Sprite2D-knoop maken om het in de game te laten zien. Klik in " "het scènepaneel op de \"Andere knoop\"-knoop." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:49 msgid "" "Type \"Sprite2D\" in the search bar to filter nodes and double-click on " "Sprite2D to create the node." msgstr "" "Typ \"Sprite2D\" in de zoekbalk om knopen te filteren en dubbelklik op " "Sprite2D om de knop te aan te maken." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:54 #, fuzzy msgid "Your :ui:`Scene` tab should now only have a Sprite2D node." msgstr "Je scènetab zou nu alleen een Sprite2D-knoop moeten hebben." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:58 #, fuzzy msgid "" "A Sprite2D node needs a texture to display. In the :ui:`Inspector` on the " "right, you can see that the :inspector:`Texture` property says ````. " "To display the Godot icon, click and drag the file ``icon.svg`` from the " "FileSystem dock onto the Texture slot." msgstr "" "Een Sprite2D-knoop heeft een texture nodig om weer te geven. In de " "Inspecteur aan de rechterkant kun je zien dat de texture-eigenschap \"[leeg]" "\" zegt. Om het Godot-icoon weer te geven, klik en sleep je het bestand " "``icon.svg`` vanuit het bestandssysteempaneel naar het texture-veld." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:67 msgid "" "You can create Sprite2D nodes automatically by dragging and dropping images " "on the viewport." msgstr "" "Je kunt Sprite2D-knopen automatisch maken door afbeeldingen naar het " "beeldvenster te slepen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:70 msgid "" "Then, click and drag the icon in the viewport to center it in the game view." msgstr "" "Klik en sleep dan het icoon in het beeldvenster om het te centreren in het " "beeld van de game." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:75 msgid "Creating a new script" msgstr "Een nieuw script maken" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:77 #, fuzzy msgid "" "To create and attach a new script to our node, right-click on Sprite2D in " "the Scene dock and select :button:`Attach Script`." msgstr "" "Om een nieuw script te maken en te koppelen, klik je met de rechtermuisknop " "op Sprite2D in het scènepaneel en selecteer je \"Script toevoegen\"." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:82 #, fuzzy msgid "" "The :ui:`Attach Node Script` window appears. It allows you to select the " "script's language and file path, among other options." msgstr "" "Het dialoog voor het maken van een script zal opkomen. Dit dialoog laat je " "de taal van het script, de bestandslocatie en andere relevante opties " "instellen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:85 #, fuzzy msgid "" "Change the :ui:`Template` field from ``Node: Default`` to ``Object: Empty`` " "to start with a clean file. Leave the other options set to their default " "values and click the :button:`Create` button to create the script." msgstr "" "Verander het \"Sjabloon\" veld van \"Knoop: Standaard\" naar \"Object: " "Leeg\" om te beginnen met een schoon bestand. Laat de andere opties op hun " "standaardwaarden en klik op de \"Aanmaken\" knop om het script aan te maken." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:93 msgid "" "C# script names need to match their class name. In this case, you should " "name the file ``MySprite2D.cs``." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:96 #, fuzzy msgid "" "The :ui:`Script` workspace should appear with your new ``sprite_2d.gd`` file " "open and the following line of code:" msgstr "" "De script-werkruimte zou nu moeten verschijnen met je nieuwe " "``sprite_2d.gd``-bestand open en de volgende regel code:" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:113 msgid "" "Every GDScript file is implicitly a class. The ``extends`` keyword defines " "the class this script inherits or extends. In this case, it's ``Sprite2D``, " "meaning our script will get access to all the properties and functions of " "the Sprite2D node, including classes it extends, like ``Node2D``, " "``CanvasItem``, and ``Node``." msgstr "" "Ieder GDScript-bestand is impliciet een klasse. Het ``extends``-sleutelwoord " "definieert de klassie die dit script erft of uitbreidt. In dit geval is het " "``Sprite2D``, wat betekent dat ons script toegang krijgt tot alle " "eigenschappen en functies van de Sprite2D-knoop, inclusief de klassen die " "die uitbreidt, zoals ``Node2D``, ``CanvasItem``, en ``Node``." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:119 msgid "" "In GDScript, if you omit the line with the ``extends`` keyword, your class " "will implicitly extend :ref:`RefCounted `, which Godot " "uses to manage your application's memory." msgstr "" "Als je in GDScript de regel met het ``extends``-sleutelwoord weglaat, zal je " "klasse impliciet :ref:`RefCounted ` uitbreiden, wat Godot " "gebruikt om het geheugen van je applicatie te beheren." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:123 #, fuzzy msgid "" "Inherited properties include the ones you can see in the :ui:`Inspector` " "dock, like our node's ``texture``." msgstr "" "Onder geërfde eigenschappen vallen degene die je in het inspecteurpaneel " "kunt zien, zoals de ``texture`` van onze knoop." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:128 #, fuzzy msgid "" "By default, the :ui:`Inspector` displays a node's properties in \"Title " "Case\", with capitalized words separated by a space. In GDScript code, these " "properties are in \"snake_case\", which is lowercase with words separated by " "an underscore." msgstr "" "Standaard toont de inspecteur de eigenschappen van een knoop in het " "Nederlands, met spaties tussen woorden. In GDScript-code staan deze " "eigenschappen in het Engels en in \"snake_case\": kleine letters met een " "underscore tussen de woorden." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:132 #, fuzzy msgid "" "You can hover over any property's name in the :ui:`Inspector` to see a " "description and its identifier in code." msgstr "" "Je kunt je muis over de naam van een eigenschap houden in de Inspecteur om " "een beschrijving en de naam in de code te zien." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:136 msgid "Hello, world!" msgstr "Hello, world!" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:138 msgid "" "Our script currently doesn't do anything. Let's make it print the text " "\"Hello, world!\" to the Output bottom panel to get started." msgstr "" "Ons script doet nog niks. Laten we het de tekst \"Hello, world!\" laten " "printen op het uitvoerpaneel onderaan om mee te beginnen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:141 msgid "Add the following code to your script:" msgstr "Voeg de volgende code toe aan je script:" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:157 msgid "" "Let's break it down. The ``func`` keyword defines a new function named " "``_init``. This is a special name for our class's constructor. The engine " "calls ``_init()`` on every object or node upon creating it in memory, if you " "define this function." msgstr "" "Laten we het opsplitsen. Het ``func``-sleutelwoord definiëert een nieuwe " "functie genaamd ``_init``. Dit is een speciale naam voor de constructor van " "onze klasse. De engine roept ``__init()`` aan op ieder object of knoop op " "het moment dat ze aangemaakt worden in het geheugen, als je deze functie " "definiëert." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:162 msgid "" "GDScript is an indent-based language. The tab at the start of the line that " "says ``print()`` is necessary for the code to work. If you omit it or don't " "indent a line correctly, the editor will highlight it in red and display the " "following error message: \"Indented block expected\"." msgstr "" "GDScript is een indent-gebaseerde taal. De tab aan het begin van de regel " "die ``print()`` zegt, is nodig om de code te laten draaien. Als je deze " "weglaat of een regel niet correct indenteert, zal de editor het in rood " "markeren en de volgende foutmelding tonen: \"indented block expected\" " "(geïndenteerd blok verwacht)." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:167 #, fuzzy msgid "" "Save the scene as ``sprite_2d.tscn`` if you haven't already, then " "press :kbd:`F6` (:kbd:`Cmd + R` on macOS) to run it. Look at " "the :ui:`Output` bottom panel that expands. It should display \"Hello, world!" "\"." msgstr "" "Sla de scène op als ``sprite_2d.tscn`` als je dat nog niet gedaan hebt, en " "druk op :kbd:`F6` (:kbd:`Cmd + R` op macOS) om hem af te spelen. Kijk naar " "het **Uitvoer**-paneel aan de onderkant dat uitvouwt. Het zou \"Hello, world!" "\" moeten tonen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:173 msgid "" "Delete the ``_init()`` function, so you're only left with the line ``extends " "Sprite2D``." msgstr "" "Verwijder de ``_init()``-functie, zodat je alleen de regel ``extends " "Sprite2D`` overhoudt." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:177 msgid "Turning around" msgstr "Omdraaien" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:179 #, fuzzy msgid "" "It's time to make our node move and rotate. To do so, we're going to add two " "member variables to our script: the movement speed in pixels per second and " "the angular speed in radians per second. Add the following after the " "``extends Sprite2D`` line." msgstr "" "Het is tijd om onze knoop te laten bewegen en draaien. Om dit te doen, gaan " "we twee member-variabelen toevoegen aan ons script: de bewegingssnelheid in " "pixels per seconde en de draaisnelheid in radialen per seconde. Voeg het " "volgende toe na de ``extends Sprite2D``-regel." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:194 msgid "" "Member variables sit near the top of the script, after any \"extends\" " "lines, but before functions. Every node instance with this script attached " "to it will have its own copy of the ``speed`` and ``angular_speed`` " "properties." msgstr "" "Member-variabelen bevinden zich bovenaan het script, na de ``extends`` " "regels, maar vóór functies. Iedere knoopinstantie met dit script eraan " "gekoppeld zal zijn eigen kopie van de variabelen ``speed`` en " "``angular_speed`` hebben." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:199 msgid "" "Angles in Godot work in radians by default, but you have built-in functions " "and properties available if you prefer to calculate angles in degrees " "instead." msgstr "" "Hoeken in Godot werken standaard in radialen, maar er zijn ingebouwde " "functies en eigenschappen beschikbaar als je liever hoeken in graden " "berekent." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:203 msgid "" "To move our icon, we need to update its position and rotation every frame in " "the game loop. We can use the ``_process()`` virtual function of the " "``Node`` class. If you define it in any class that extends the Node class, " "like Sprite2D, Godot will call the function every frame and pass it an " "argument named ``delta``, the time elapsed since the last frame." msgstr "" "Om ons icoon te bewegen, moeten we de positie en rotatie updaten met ieder " "frame in de game-lus. We kunnen de virtuele functie ``_process()`` van de " "klasse ``Node`` (knoop) gebruiken. Als je die definiëert in een klasse die " "de Node-klasse uitbreidt, zoals Sprite2D, zal Godot de functie voor ieder " "frame aanroepen, en er een argument genaamd ``delta`` aan doorgeven: de tijd " "die is verstreken sinds het laatste frame." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:211 msgid "" "Games work by rendering many images per second, each called a frame, and " "they do so in a loop. We measure the rate at which a game produces images in " "Frames Per Second (FPS). Most games aim for 60 FPS, although you might find " "figures like 30 FPS on slower mobile devices or 90 to 240 for virtual " "reality games." msgstr "" "Games werken door veel afbeeldingen per seconden te renderen, die elk een " "frame genoemd worden, en dat wordt gedaan in een lus. We meten de snelheid " "waarmee een game afbeeldingen produceert in Frames Per Seconde (FPS). De " "meeste games proberen 60 FPS te halen, al kun je ook getallen als 30 FPS " "vinden voor langzamere mobiele apparaten, of 90 tot 240 voor virtual reality " "games." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:217 msgid "" "The engine and game developers do their best to update the game world and " "render images at a constant time interval, but there are always small " "variations in frame render times. That's why the engine provides us with " "this delta time value, making our motion independent of our framerate." msgstr "" "De engine en game-ontwikkelaars doen hun best om de gamewereld te updaten en " "afbeeldingen te renderen op een constante interval, maar er zijn altijd " "kleine variaties in de rendertijd van frames. Daarom geeft de engine ons " "deze delta-tijdwaarde, zodat onze beweging onafhankelijk is van de " "framesnelheid." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:222 msgid "At the bottom of the script, define the function:" msgstr "Definiëer aan de onderkant van het script de functie:" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:237 msgid "" "The ``func`` keyword defines a new function. After it, we have to write the " "function's name and arguments it takes in parentheses. A colon ends the " "definition, and the indented blocks that follow are the function's content " "or instructions." msgstr "" "Het ``func``-sleutelwoord definiëert een nieuwe functie. Daarna schrijven we " "de functienaam en tussen haakjes de argumenten die deze krijgt. Een dubbele " "punt sluit de definitie af, en het geïndenteerde blok dat volgt is de inhoud " "of instructie van de functie." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:242 msgid "" "Notice how ``_process()``, like ``_init()``, starts with a leading " "underscore. By convention, Godot's virtual functions, that is to say, built-" "in functions you can override to communicate with the engine, start with an " "underscore." msgstr "" "Merk op dat ``_process()``, net als ``_init()``, begint met een underscore. " "De conventie is dat Godot's virtuele functies, dat wil zeggen, ingebouwde " "functies die je kunt overstijgen om met de engine te communiceren, met een " "underscore beginnen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:247 msgid "" "The line inside the function, ``rotation += angular_speed * delta``, " "increments our sprite's rotation every frame. Here, ``rotation`` is a " "property inherited from the class ``Node2D``, which ``Sprite2D`` extends. It " "controls the rotation of our node and works with radians." msgstr "" "De regel binnen de functie, ``rotation += angular_speed * delta``, verhoogt " "de rotatie van onze sprite met ieder frame. ``rotation`` is hier een " "eigenschap die is geërfd van de klasse ``Node2D``, die ``Sprite2D`` " "uitbreidt. Het bestuurt de rotatie van onze knoop en werkt in radialen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:252 #, fuzzy msgid "" "In the code editor, you can :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on " "macOS) on any built-in property or function like ``position``, ``rotation``, " "or ``_process`` to open the corresponding documentation in a new tab." msgstr "" "In de code-editor kun je ctrl-klikken op iedere ingebouwde eigenschap of " "functie zoals ``position``, ``rotation``, of ``_process``, om de " "bijbehorende documentatie in een nieuw tabblad te openen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:257 msgid "Run the scene to see the Godot icon turn in-place." msgstr "" "Speel de scène af, en je ziet dat het Godot-icoon op zijn plek ronddraait." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:261 msgid "" "In C#, notice how the ``delta`` argument taken by ``_Process()`` is a " "``double``. We therefore need to convert it to ``float`` when we apply it to " "the rotation." msgstr "" "In C# is ``delta``-argument dat door ``_Process()`` wordt gebruikt een " "``double``. We moeten het daarom omzetten naar ``float`` als we de rotatie " "toepassen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:266 msgid "Moving forward" msgstr "Vooruit gaan" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:268 msgid "" "Let's now make the node move. Add the following two lines inside of the " "``_process()`` function, ensuring the new lines are indented the same way as " "the ``rotation += angular_speed * delta`` line before them." msgstr "" "Laten we nu de knoop bewegen. Voeg de volgende twee regels toe binnen de " "``_process()``-functie. Let erop dat de nieuwe regels zijn geïndenteerd op " "dezelfde manier als de ``rotation += angular_speed * delta``-regel ervoor." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:285 msgid "" "As we already saw, the ``var`` keyword defines a new variable. If you put it " "at the top of the script, it defines a property of the class. Inside a " "function, it defines a local variable: it only exists within the function's " "scope." msgstr "" "Zoals we al zagen, definiëert het ``var``-sleutelwoord een nieuwe variabele. " "Als je het bovenaan het script zet, definiëert het een nieuwe eigenschap van " "de klasse. Binnen een functie definiëert het een lokale variabele: het " "bestaat alleen binnen het bereik van de functie." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:289 msgid "" "We define a local variable named ``velocity``, a 2D vector representing both " "a direction and a speed. To make the node move forward, we start from the " "Vector2 class's constant ``Vector2.UP``, a vector pointing up, and rotate it " "by calling the Vector2 method ``rotated()``. This expression, " "``Vector2.UP.rotated(rotation)``, is a vector pointing forward relative to " "our icon. Multiplied by our ``speed`` property, it gives us a velocity we " "can use to move the node forward." msgstr "" "We definiëren een lokale variabele genaamd ``velocity``, een 2D-vector die " "zowel een richting als een snelheid aangeeft. Om de knoop vooruit te laten " "bewegen, beginnen we met de constante ``Vector2.UP``-constante uit de " "Vector2-klasse, een vector die omhoog wijst. We roteren het door de Vector2-" "methode ``rotated()`` aan te roepen. Deze expressie, " "``Vector2.UP.rotated(rotation)``, is een vector die vooruit wijst ten " "opzichte van ons icoon. We vermenigvuldigen die met onze ``speed``-" "eigenschap, tot de snelheid waarmee we de knoop vooruit kunnen bewegen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:296 msgid "" "We add ``velocity * delta`` to the node's ``position`` to move it. The " "position itself is of type :ref:`Vector2 `, a built-in type " "in Godot representing a 2D vector." msgstr "" "We tellen ``velocity * delta`` op bij de ``position`` van de knoop om hem te " "bewegen. De positie zelf is van het type :ref:`Vector2 `, een " "ingebouwd type in Godot om een 2D-vector voor te stellen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:300 msgid "Run the scene to see the Godot head run in circles." msgstr "Speel de scène af, en het Godot-hoofd beweegt nu in rondjes." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:304 msgid "" "Moving a node like that does not take into account colliding with walls or " "the floor. In :ref:`doc_your_first_2d_game`, you will learn another approach " "to moving objects while detecting collisions." msgstr "" "Het bewegen van een knop op deze manier houdt geen rekening met botsingen " "met muren of de vloer. In :ref:`doc_your_first_2d_game` zul je een andere " "manier leren om objecten te bewegen en daarbij botsingen te detecteren." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:308 msgid "" "Our node currently moves by itself. In the next " "part, :ref:`doc_scripting_player_input`, we'll use player input to control " "it." msgstr "" "Onze knoop beweegt momenteel uit zichzelf. In het volgende " "deel, :ref:`doc_scripting_player_input`, zullen we de invoer van de speler " "gebruiken om hem te besturen." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:312 #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:132 #: ../../docs/getting_started/step_by_step/signals.rst:369 msgid "Complete script" msgstr "Volledige script" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:314 #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:134 msgid "Here is the complete ``sprite_2d.gd`` file for reference." msgstr "Hier is het volledige ``sprite_2d.gd``-bestand ter referentie." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:8 msgid "Listening to player input" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:10 msgid "" "Building upon the previous lesson, :ref:`doc_scripting_first_script`, let's " "look at another important feature of any game: giving control to the player. " "To add this, we need to modify our ``sprite_2d.gd`` code." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:16 msgid "You have two main tools to process the player's input in Godot:" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:18 msgid "" "The built-in input callbacks, mainly ``_unhandled_input()``. Like " "``_process()``, it's a built-in virtual function that Godot calls every time " "the player presses a key. It's the tool you want to use to react to events " "that don't happen every frame, like pressing :kbd:`Space` to jump. To learn " "more about input callbacks, see :ref:`doc_inputevent`." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:23 msgid "" "The ``Input`` singleton. A singleton is a globally accessible object. Godot " "provides access to several in scripts. It's the right tool to check for " "input every frame." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:27 msgid "" "We're going to use the ``Input`` singleton here as we need to know if the " "player wants to turn or move every frame." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:30 msgid "" "For turning, we should use a new variable: ``direction``. In our " "``_process()`` function, replace the ``rotation += angular_speed * delta`` " "line with the code below." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:59 msgid "" "Our ``direction`` local variable is a multiplier representing the direction " "in which the player wants to turn. A value of ``0`` means the player isn't " "pressing the left or the right arrow key. A value of ``1`` means the player " "wants to turn right, and ``-1`` means they want to turn left." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:64 msgid "" "To produce these values, we introduce conditional statements and the use of " "``Input``. A conditional statement starts with the ``if`` keyword in " "GDScript and ends with a colon. The condition is specifically the expression " "between the keyword and the colon at the end of the line." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:69 msgid "" "To check if a key was pressed this frame, we call " "``Input.is_action_pressed()``. The method takes a text string representing " "an input action and returns ``true`` if the action is pressed, ``false`` " "otherwise." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:73 msgid "" "The two actions we use above, \"ui_left\" and \"ui_right\", are predefined " "in every Godot project. They respectively trigger when the player presses " "the left and right arrows on the keyboard or left and right on a gamepad's D-" "pad." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:77 msgid "" "You can see and edit input actions in your project by going " "to :menu:`Project > Project Settings` and clicking on the :ui:`Input Map` " "tab." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:80 msgid "" "Finally, we use the ``direction`` as a multiplier when we update the node's " "``rotation``: ``rotation += angular_speed * direction * delta``." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:83 msgid "" "Comment out the lines ``var velocity = Vector2.UP.rotated(rotation) * " "speed`` and ``position += velocity * delta`` like this:" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:99 msgid "" "This will ignore the code that moved the icon's position in a circle without " "user input from the previous exercise." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:101 msgid "" "If you run the scene with this code, the icon should rotate when you " "press :kbd:`Left` and :kbd:`Right`." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:105 msgid "Moving when pressing \"up\"" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:107 msgid "" "To only move when pressing a key, we need to modify the code that calculates " "the velocity. Uncomment the code and replace the line starting with ``var " "velocity`` with the code below." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:125 msgid "" "We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another " "constant of the built-in ``Vector`` type representing a 2D vector of length " "0." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:128 msgid "" "If the player presses the \"ui_up\" action, we then update the velocity's " "value, causing the sprite to move forward." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:193 msgid "" "If you run the scene, you should now be able to rotate with the left and " "right arrow keys and move forward by pressing :kbd:`Up`." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:201 msgid "" "In summary, every script in Godot represents a class and extends one of the " "engine's built-in classes. The node types your classes inherit from give you " "access to properties, such as ``rotation`` and ``position`` in our sprite's " "case. You also inherit many functions, which we didn't get to use in this " "example." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:206 msgid "" "In GDScript, the variables you put at the top of the file are your class's " "properties, also called member variables. Besides variables, you can define " "functions, which, for the most part, will be your classes' methods." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:210 msgid "" "Godot provides several virtual functions you can define to connect your " "class with the engine. These include ``_process()``, to apply changes to the " "node every frame, and ``_unhandled_input()``, to receive input events like " "key and button presses from the users. There are quite a few more." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:215 msgid "" "The ``Input`` singleton allows you to react to the player's input anywhere " "in your code. In particular, you'll get to use it in the ``_process()`` loop." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:218 msgid "" "In the next lesson, :ref:`doc_signals`, we'll build upon the relationship " "between scripts and nodes by having our nodes trigger code in scripts." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:-1 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:78 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:601 #: ../../docs/tutorials/scripting/instancing_with_signals.rst:-1 msgid "Signal" msgstr "Signaal" #: ../../docs/getting_started/step_by_step/signals.rst:12 msgid "Using signals" msgstr "Signalen gebruiken" #: ../../docs/getting_started/step_by_step/signals.rst:14 msgid "" "In this lesson, we will look at signals. They are messages that nodes emit " "when something specific happens to them, like a button being pressed. Other " "nodes can connect to that signal and call a function when the event occurs." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:18 msgid "" "Signals are a delegation mechanism built into Godot that allows one game " "object to react to a change in another without them referencing one another. " "Using signals limits `coupling `_ and keeps your code flexible." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:24 msgid "" "For example, you might have a life bar on the screen that represents the " "player's health. When the player takes damage or uses a healing potion, you " "want the bar to reflect the change. To do so, in Godot, you would use " "signals." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:28 msgid "" "Like methods (:ref:`class_callable`), signals are a first-class type since " "Godot 4.0. This means you can pass them around as method arguments directly " "without having to pass them as strings, which allows for better " "autocompletion and is less error-prone. See the :ref:`class_signal` class " "reference for a list of what you can do with the Signal type directly." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:36 #, fuzzy msgid "" "As mentioned in the introduction, signals are Godot's version of the " "observer pattern. You can learn more about it in `Game Programming Patterns " "`__." msgstr "" "Zoals in de introductie al benoemd is, zijn signalen Godot's versie van het " "observeerder-softwarepatroon. `Verdere informatie hierover vind je hier " "`__" #: ../../docs/getting_started/step_by_step/signals.rst:40 msgid "" "We will now use a signal to make our Godot icon from the previous lesson " "(:ref:`doc_scripting_player_input`) move and stop by pressing a button." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:43 #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:50 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:9 msgid "For this project, we will be following the Godot naming conventions." msgstr "Voor dit project, zullen we de naamgeving van Godot volgen." #: ../../docs/getting_started/step_by_step/signals.rst:45 #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:52 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:11 msgid "" "**GDScript**: Classes (nodes) use PascalCase, variables and functions use " "snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." msgstr "" "**GDScript**: Klassen (knopen) gebruiken ``PascalCase``, variabelen en " "methodes ``snake_case``, en constanten ``ALL_CAPS`` " "(Zie :ref:`doc_gdscript_styleguide`)." #: ../../docs/getting_started/step_by_step/signals.rst:49 #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:56 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:15 msgid "" "**C#**: Classes, export variables and methods use PascalCase, private fields " "use _camelCase, local variables and parameters use camelCase " "(See :ref:`doc_c_sharp_styleguide`). Be careful to type the method names " "precisely when connecting signals." msgstr "" "**C#**: Klassen, exportvariabelen en methoden gebruiken PascalCase, " "verborgen velden _camelCase, lokale variabelen en parameters camelCase " "(Zie :ref:`doc_c_sharp_styleguide`). Wees voorzichtig met de schrijfwijze, " "wanneer je een signaal opstelt." #: ../../docs/getting_started/step_by_step/signals.rst:55 #: ../../docs/tutorials/animation/introduction.rst:108 #: ../../docs/tutorials/physics/kinematic_character_2d.rst:77 msgid "Scene setup" msgstr "Een scène opzetten" #: ../../docs/getting_started/step_by_step/signals.rst:57 msgid "" "To add a button to our game, we will create a new scene which will include " "both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " "created in the :ref:`doc_scripting_first_script` lesson." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:61 msgid "Create a new scene by going to the menu :menu:`Scene > New Scene`." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:65 msgid "" "In the Scene dock, click the :button:`2D Scene` button. This will add " "a :ref:`Node2D ` as our root." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:70 msgid "" "In the FileSystem dock, click and drag the ``sprite_2d.tscn`` file you saved " "previously onto the Node2D to instantiate it." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:75 msgid "" "We want to add another node as a sibling of the Sprite2D. To do so, right-" "click on Node2D and select :button:`Add Child Node`." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:80 msgid "Search for the :ref:`Button ` node and add it." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:84 msgid "" "The node is small by default. Click and drag on the bottom-right handle of " "the Button in the viewport to resize it." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:89 msgid "" "If you don't see the handles, ensure the select tool is active in the " "toolbar." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:93 msgid "Click and drag on the button itself to move it closer to the sprite." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:95 msgid "" "You can also write a label on the Button by editing its :inspector:`Text` " "property in the :ui:`Inspector`. Enter ``Toggle motion``." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:100 msgid "Your scene tree and viewport should look like this." msgstr "Jouw scèneboom en spel hoort er nu zo uit te zien." #: ../../docs/getting_started/step_by_step/signals.rst:104 msgid "" "Save your newly created scene as ``node_2d.tscn``, if you haven't already. " "You can then run it with :kbd:`F6` (:kbd:`Cmd + R` on macOS). At the moment, " "the button will be visible, but nothing will happen if you press it." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:110 msgid "Connecting a signal in the editor" msgstr "Een signaal verbinden in de editor" #: ../../docs/getting_started/step_by_step/signals.rst:112 msgid "" "Here, we want to connect the Button's \"pressed\" signal to our Sprite2D, " "and we want to call a new function that will toggle its motion on and off. " "We need to have a script attached to the Sprite2D node, which we do from the " "previous lesson." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:117 msgid "" "You can connect signals in the :ui:`Node` dock. Select the Button node and, " "on the right side of the editor, click on the tab named :ui:`Node` next to " "the :ui:`Inspector`." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:123 msgid "The dock displays a list of signals available on the selected node." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:127 msgid "Double-click the \"pressed\" signal to open the node connection window." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:131 msgid "" "There, you can connect the signal to the Sprite2D node. The node needs a " "receiver method, a function that Godot will call when the Button emits the " "signal. The editor generates one for you. By convention, we name these " "callback methods \"_on_node_name_signal_name\". Here, it'll be " "\"_on_button_pressed\"." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:138 msgid "" "When connecting signals via the editor's Node dock, you can use two modes. " "The simple one only allows you to connect to nodes that have a script " "attached to them and creates a new callback function on them." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:144 msgid "" "The advanced view lets you connect to any node and any built-in function, " "add arguments to the callback, and set options. You can toggle the mode in " "the window's bottom-right by clicking the :button:`Advanced` button." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:151 msgid "" "If you are using an external editor (such as VS Code), this automatic code " "generation might not work. In this case, you need to connect the signal via " "code as explained in the next section." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:155 msgid "" "Click the :button:`Connect` button to complete the signal connection and " "jump to the :ui:`Script` workspace. You should see the new method with a " "connection icon in the left margin." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:161 msgid "" "If you click the icon, a window pops up and displays information about the " "connection. This feature is only available when connecting nodes in the " "editor." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:166 msgid "" "Let's replace the line with the ``pass`` keyword with code that'll toggle " "the node's motion." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:169 msgid "" "Our Sprite2D moves thanks to code in the ``_process()`` function. Godot " "provides a method to toggle processing on and off: :ref:`Node.set_process() " "`. Another method of the Node class, " "``is_processing()``, returns ``true`` if idle processing is active. We can " "use the ``not`` keyword to invert the value." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:189 msgid "" "This function will toggle processing and, in turn, the icon's motion on and " "off upon pressing the button." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:192 msgid "" "Before trying the game, we need to simplify our ``_process()`` function to " "move the node automatically and not wait for user input. Replace it with the " "following code, which we saw two lessons ago:" msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:213 msgid "Your complete ``sprite_2d.gd`` code should look like the following." msgstr "Jouw volledige ``sprite_2d.gd`` code hoort er nu zo uit te zien." #: ../../docs/getting_started/step_by_step/signals.rst:256 #, fuzzy msgid "" "Run the current scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS), and " "click the button to see the sprite start and stop." msgstr "" "Start de scène en druk op de knop, de sprite zou moeten starten en stoppen." #: ../../docs/getting_started/step_by_step/signals.rst:260 msgid "Connecting a signal via code" msgstr "Een signaal verbinden via code" #: ../../docs/getting_started/step_by_step/signals.rst:262 msgid "" "You can connect signals via code instead of using the editor. This is " "necessary when you create nodes or instantiate scenes inside of a script." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:265 msgid "" "Let's use a different node here. Godot has a :ref:`Timer ` node " "that's useful to implement skill cooldown times, weapon reloading, and more." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:268 #, fuzzy msgid "" "Head back to the 2D workspace. You can either click the \"2D\" text at the " "top of the window or press :kbd:`Ctrl + F1` (:kbd:`Ctrl + Cmd + 1` on macOS)." msgstr "" "Ga terug naar de 2D werkruimte. Dit doe je door bovenaan het venster op de " "tekst \"2D\" te klikken, of :kbd:`Ctrl + F1` (:kbd:`Alt + 1` op macOS) in te " "toetsen." #: ../../docs/getting_started/step_by_step/signals.rst:271 msgid "" "In the Scene dock, right-click on the Sprite2D node and add a new child " "node. Search for Timer and add the corresponding node. Your scene should now " "look like this." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:277 msgid "" "With the Timer node selected, go to the :ui:`Inspector` and enable " "the :inspector:`Autostart` property." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:282 msgid "" "Click the script icon next to Sprite2D to jump back to the scripting " "workspace." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:286 msgid "We need to do two operations to connect the nodes via code:" msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:288 msgid "Get a reference to the Timer from the Sprite2D." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:289 msgid "Call the ``connect()`` method on the Timer's \"timeout\" signal." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:291 msgid "" "To connect to a signal via code, you need to call the ``connect()`` method " "of the signal you want to listen to. In this case, we want to listen to the " "Timer's \"timeout\" signal." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:295 msgid "" "We want to connect the signal when the scene is instantiated, and we can do " "that using the :ref:`Node._ready() ` built-" "in function, which is called automatically by the engine when a node is " "fully instantiated." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:299 msgid "" "To get a reference to a node relative to the current one, we use the " "method :ref:`Node.get_node() `. We can store the " "reference in a variable." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:316 msgid "" "The function ``get_node()`` looks at the Sprite2D's children and gets nodes " "by their name. For example, if you renamed the Timer node to " "\"BlinkingTimer\" in the editor, you would have to change the call to " "``get_node(\"BlinkingTimer\")``." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:322 msgid "" "We can now connect the Timer to the Sprite2D in the ``_ready()`` function." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:339 msgid "" "The line reads like so: we connect the Timer's \"timeout\" signal to the " "node to which the script is attached. When the Timer emits ``timeout``, we " "want to call the function ``_on_timer_timeout()``, that we need to define. " "Let's add it at the bottom of our script and use it to toggle our sprite's " "visibility." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:344 msgid "" "By convention, we name these callback methods in GDScript as " "\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " "it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:361 msgid "" "The ``visible`` property is a boolean that controls the visibility of our " "node. The line ``visible = not visible`` toggles the value. If ``visible`` " "is ``true``, it becomes ``false``, and vice-versa." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:365 msgid "" "If you run the Node2D scene now, you will see that the sprite blinks on and " "off, at one second intervals." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:371 msgid "" "That's it for our little moving and blinking Godot icon demo! Here is the " "complete ``sprite_2d.gd`` file for reference." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:436 msgid "Custom signals" msgstr "Zelfgedefinieerde signalen" #: ../../docs/getting_started/step_by_step/signals.rst:438 msgid "" "This section is a reference on how to define and use your own signals, and " "does not build upon the project created in previous lessons." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:441 msgid "" "You can define custom signals in a script. Say, for example, that you want " "to show a game over screen when the player's health reaches zero. To do so, " "you could define a signal named \"died\" or \"health_depleted\" when their " "health reaches 0." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:467 msgid "" "As signals represent events that just occurred, we generally use an action " "verb in the past tense in their names." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:470 msgid "" "Your signals work the same way as built-in ones: they appear in " "the :ui:`Node` tab and you can connect to them like any other." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:475 msgid "To emit a signal in your scripts, call ``emit()`` on the signal." msgstr "" "Om een signaal te sturen in je script, roep je ``emit()`` aan op het signaal " "dat je wilt sturen." #: ../../docs/getting_started/step_by_step/signals.rst:497 msgid "" "A signal can optionally declare one or more arguments. Specify the argument " "names between parentheses:" msgstr "" "Een signaal kan ook optioneel een of meer parameters declareren. De namen " "van de parameters horen tussen haakjes:" #: ../../docs/getting_started/step_by_step/signals.rst:523 msgid "" "The signal arguments show up in the editor's node dock, and Godot can use " "them to generate callback functions for you. However, you can still emit any " "number of arguments when you emit signals. So it's up to you to emit the " "correct values." msgstr "" "De parameters van het signaal verschijnen in het Knooptabblad in de editor, " "en Godot kan ze gebruiken om callback functies te genereren. Echter, je kan " "nog altijd elk aantal parameters meesturen bij het uitzenden van een " "signaal. Het is aan jou om ervoor te zorgen dat deze de juiste waarde hebben." #: ../../docs/getting_started/step_by_step/signals.rst:528 msgid "" "To emit values along with the signal, add them as extra arguments to the " "``emit()`` function:" msgstr "" "Om een waarde door te geven via het signaal, voeg je deze waarde toe binnen " "de aanroep van de ``emit()`` methode:" #: ../../docs/getting_started/step_by_step/signals.rst:551 msgid "" "Any node in Godot emits signals when something specific happens to them, " "like a button being pressed. Other nodes can connect to individual signals " "and react to selected events." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:555 msgid "" "Signals have many uses. With them, you can react to a node entering or " "exiting the game world, to a collision, to a character entering or leaving " "an area, to an element of the interface changing size, and much more." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:559 msgid "" "For example, an :ref:`Area2D ` representing a coin emits a " "``body_entered`` signal whenever the player's physics body enters its " "collision shape, allowing you to know when the player collected it." msgstr "" "Bijvoorbeeld, een :ref:`Area2D ` kan een muntje representeren " "en het signaal ``body_entered``uitzenden elke keer dat het spelers lichaam " "zijn raakvlak binnentreed, waardoor je weet wanneer de speler het verzameld " "heeft." #: ../../docs/getting_started/step_by_step/signals.rst:563 msgid "" "In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete " "2D game and put everything you learned so far into practice." msgstr "" "In het volgende deel, :ref:`doc_your_first_2d_game`, ga je een volledig 2D " "spel maken door alles wat je nu al geleerd hebt toe te passen." #: ../../docs/getting_started/first_2d_game/index.rst:6 msgid "Your first 2D game" msgstr "Je eerste 2D game" #: ../../docs/getting_started/first_2d_game/index.rst:8 msgid "" "In this step-by-step tutorial series, you will create your first complete 2D " "game with Godot. By the end of the series, you will have a simple yet " "complete game of your own, like the image below." msgstr "" "In deze stap-voor-stap tutorialreeks maak je je eerste compleet 2D spel met " "Godot. Aan het einde van de reeks heb je een eenvoudig maar compleet eigen " "spel, zoals de afbeelding hieronder." #: ../../docs/getting_started/first_2d_game/index.rst:14 msgid "" "You will learn how the Godot editor works, how to structure a project, and " "build a 2D game." msgstr "" "Je leert hoe de Godot editor werkt, hoe je een project structureert en hoe " "je een 2D game maakt." #: ../../docs/getting_started/first_2d_game/index.rst:17 msgid "" "This project is an introduction to the Godot engine. It assumes that you " "have some programming experience already. If you're new to programming " "entirely, you should start here: :ref:`doc_scripting`." msgstr "" "Dit project is een introductie tot de Godot engine. Er wordt verwacht dat je " "al enige programmeerervaring hebt. Heb je nog nooit geprogrammeerd, begin " "dan hier :ref:`doc_scripting`." #: ../../docs/getting_started/first_2d_game/index.rst:21 msgid "" "The game is called \"Dodge the Creeps!\". Your character must move and avoid " "the enemies for as long as possible." msgstr "" "De game heet \"Dodge the Creeps!\". Je personage moet bewegen om zo lang " "mogelijk de vijanden te ontwijken." #: ../../docs/getting_started/first_2d_game/index.rst:24 #: ../../docs/getting_started/first_3d_game/index.rst:19 msgid "You will learn to:" msgstr "Je zult leren:" #: ../../docs/getting_started/first_2d_game/index.rst:26 msgid "Create a complete 2D game with the Godot editor." msgstr "Een compleet 2D spel maken met de Godot editor." #: ../../docs/getting_started/first_2d_game/index.rst:27 msgid "Structure a simple game project." msgstr "Structuur geven aan een eenvoudig game project." #: ../../docs/getting_started/first_2d_game/index.rst:28 msgid "Move the player character and change its sprite." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:29 msgid "Spawn random enemies." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:30 msgid "Count the score." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:32 #: ../../docs/getting_started/first_3d_game/index.rst:30 msgid "And more." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:34 msgid "" "You'll find another series where you'll create a similar game but in 3D. We " "recommend you to start with this one, though." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:37 msgid "**Why start with 2D?**" msgstr "**Waarom met 2D beginnen?**" #: ../../docs/getting_started/first_2d_game/index.rst:39 msgid "" "If you are new to game development or unfamiliar with Godot, we recommend " "starting with 2D games. This will allow you to become comfortable with both " "before tackling 3D games, which tend to be more complicated." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:43 msgid "You can find a completed version of this project at this location:" msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:45 #, fuzzy msgid "" "`Dodge the Creeps source code (GDScript) `__" msgstr "https://github.com/godotengine/godot-demo-projects" #: ../../docs/getting_started/first_2d_game/index.rst:46 #, fuzzy msgid "" "`Dodge the Creeps source code (C#) `__" msgstr "https://github.com/godotengine/godot-demo-projects" #: ../../docs/getting_started/first_2d_game/index.rst:49 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_basics.rst:34 msgid "Prerequisites" msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:51 msgid "" "This step-by-step tutorial is intended for beginners who followed the " "complete :ref:`doc_step_by_step`." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:54 #, fuzzy msgid "" "If you're an experienced programmer, you can find the complete demo's source " "code here: `Dodge the Creeps source code `__." msgstr "" "Als je al ervaring hebt als programmeur, dan kun je complete demo's hier " "bekijken: `Godot demo projects `__." #: ../../docs/getting_started/first_2d_game/index.rst:58 msgid "" "We prepared some game assets you'll need to download so we can jump straight " "to the code." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:61 msgid "You can download them by clicking the link below." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:63 msgid "" "`dodge_the_creeps_2d_assets.zip `_." msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:66 #: ../../docs/getting_started/first_3d_game/index.rst:57 msgid "Contents" msgstr "Inhoud" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:4 #: ../../docs/tutorials/scripting/cpp/gdextension_cpp_example.rst:28 #: ../../docs/tutorials/scripting/gdextension/gdextension_c_example.rst:22 msgid "Setting up the project" msgstr "" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:6 msgid "In this short first part, we'll set up and organize the project." msgstr "" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:8 msgid "Launch Godot and create a new project." msgstr "Start Godot op en maak een nieuw project aan." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:12 msgid "" "When creating the new project, you only need to choose a valid *Project " "Path*. You can leave the other default settings alone." msgstr "" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:17 #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:24 msgid "" "Download `dodge_the_creeps_2d_assets.zip `_. The archive contains the images and " "sounds you'll be using to make the game. Extract the archive and move the " "``art/`` and ``fonts/`` directories to your project's directory." msgstr "" "Download`dodge_the_creeps_2d_assets.zip `_. Dit archief bevat de afbeeldingen en " "audio die je nodig hebt om je game te maken. Unzip deze bestanden en " "verplaats de ``art/`` en ``fonts/`` mappen naar je de map van je project." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:29 msgid "" "Ensure that you have the required dependencies to use C# in Godot. You need " "the latest stable .NET SDK, and an editor such as VS Code. " "See :ref:`doc_c_sharp_setup`." msgstr "" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:33 #: ../../docs/tutorials/performance/cpu_optimization.rst:195 msgid "C++" msgstr "C++" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:35 msgid "" "The C++ part of this tutorial wasn't rewritten for the new GDExtension " "system yet." msgstr "" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:37 msgid "Your project folder should look like this." msgstr "Jouw projectmap hoort er zo uit te zien." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:41 #, fuzzy msgid "" "This game is designed for portrait mode, so we need to adjust the size of " "the game window. Click on *Project -> Project Settings* to open the project " "settings window, in the left column open the *Display -> Window* tab. There, " "set \"Viewport Width\" to ``480`` and \"Viewport Height\" to ``720``. You " "can see the \"Project\" menu on the upper left corner." msgstr "" "Deze game gaat uit van portretmodus, dus we moeten de grootte van het game " "venster aanpassen. Klik op *Project -> Project Settings* om de project " "instellingen te openen, waar je in de linkerkolom het *Display -> Window* " "venster kan openen. Zet daar \"Viewport Width\" naar ``480`` en \"Viewport " "Height\" naar ``720``." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:49 msgid "" "Also, under the **Stretch** options, set **Mode** to ``canvas_items`` and " "**Aspect** to ``keep``. This ensures that the game scales consistently on " "different sized screens." msgstr "" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:55 msgid "Organizing the project" msgstr "Projectorganisatie" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:57 msgid "" "In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and " "``HUD``, which we will combine into the game's ``Main`` scene." msgstr "" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:60 msgid "" "In a larger project, it might be useful to create folders to hold the " "various scenes and their scripts, but for this relatively small game, you " "can save your scenes and scripts in the project's root folder, identified by " "``res://``. You can see your project folders in the FileSystem dock in the " "lower left corner:" msgstr "" "In een groter project is het misschien handiger om mappen aan te maken voor " "de scenes en hun scripts, maar voor deze kleine game kun je ze gewoon in de " "root folder van het project opslaan, die in het project wordt aangeduid met " "``res://``. Je kan je projectmappen linksonder in het bestandssysteempaneel " "zien:" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:67 msgid "" "With the project in place, we're ready to design the player scene in the " "next lesson." msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:4 msgid "Creating the player scene" msgstr "Een spelers-scène maken" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:6 msgid "" "With the project settings in place, we can start working on the player-" "controlled character." msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:9 msgid "" "The first scene will define the ``Player`` object. One of the benefits of " "creating a separate Player scene is that we can test it separately, even " "before we've created other parts of the game." msgstr "" "De eerste scène die we maken definieert het ``Player`` object. Een van de " "voordelen van een aparte Speler-scène is dat we hem apart kunnen testen, " "zelfs voordat we andere onderdelen van het spel hebben gemaakt." #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:14 msgid "Node structure" msgstr "Nodestructuur" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:16 msgid "" "To begin, we need to choose a root node for the player object. As a general " "rule, a scene's root node should reflect the object's desired functionality " "- what the object *is*. In the upper-left corner, in the \"Scene\" tab, " "click the \"Other Node\" button and add an :ref:`Area2D ` node " "to the scene." msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:23 msgid "" "When you add the ``Area2D`` node, Godot will display the following **warning " "icon** next to it in the scene tree:" msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:28 msgid "" "This warning tells us that the ``Area2D`` node requires a shape to detect " "collisions or overlaps. We can **ignore the warning temporarily** because we " "will first set up the player's visuals (using an animated sprite). Once the " "visuals are ready, we will add a collision shape as a child node. This will " "allow us to accurately size and position the shape based on the sprite's " "appearance." msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:34 msgid "" "With ``Area2D`` we can detect objects that overlap or run into the player. " "Change the node's name to ``Player`` by double-clicking on it. Now that " "we've set the scene's root node, we can add additional nodes to give it more " "functionality." msgstr "" "Met een ``Area2D``-knoop kunnen objecten gedetecteerd worden die de speler " "raken of ermee overlappen. Geef het de naam ``Player`` door te " "dubbelklikken. Nu de hoofdknoop van de scène bestaat, kunnen we aanvullende " "knopen toevoegen voor meer functionaliteit." #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:39 #, fuzzy msgid "" "Before we add any children to the ``Player`` node, we want to make sure we " "don't accidentally move or resize them by clicking on them. Select the node " "and click the icon to the right of the lock. Its tooltip says \"Groups the " "selected node with its children. This causes the parent to be selected when " "any child node is clicked in 2D and 3D view.\"" msgstr "" "Voordat we knopen onder de ``Player``-knoop toevoegen, willen we zeker zijn " "dat we die niet kunnen aanpassen door per ongeluk op ze te klikken. " "Selecteer de knoop en klik dan rechts van het sloticoontje; de hint zegt " "``Zorgt ervoor dat de kinderen van dit object niet geselecteerd kunnen " "worden.``" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:47 #, fuzzy msgid "" "Save the scene as ``player.tscn``. Click **Scene > Save**, or " "press :kbd:`Ctrl + S` on Windows/Linux or :kbd:`Cmd + S` on macOS." msgstr "" "Sla de scène op. Druk op Scène -> Opslaan of druk op :kbd: `Ctrl + S` op " "Windows/Linux of :kbd: `Cmd + S`` op macOS." #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:63 msgid "Sprite animation" msgstr "Sprite animatie" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:65 #, fuzzy msgid "" "Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux " "or :kbd:`Cmd + A` on macOS) a child node :ref:`AnimatedSprite2D " "`. The ``AnimatedSprite2D`` will handle the " "appearance and animations for our player. Notice that there is a warning " "symbol next to the node. An ``AnimatedSprite2D`` requires " "a :ref:`SpriteFrames ` resource, which is a list of the " "animations it can display. Make sure ``AnimatedSprite2D`` is selected and " "then find the ``Sprite Frames`` property under the ``Animation`` section in " "the Inspector and click \"[empty]\" -> \"New SpriteFrames\":" msgstr "" "Klik op de ``Player``-knoop en voeg (:kbd:`Ctrl + A`) dan " "een :ref:`AnimatedSprite2D ` toe als kind. " "``AnimatedSprite2D`` zal het uiterlijk en animaties regelen van de speler. " "Merk op dat er een waarschuwingssymbool naast de knoop staat. Een " "``AnimatedSprite2D`` vereist een :ref:`SpriteFrames `-" "bron, een animatielijst die op het scherm weergegeven kunnen worden. Om er " "een te maken, vind eerst de ``Sprite Frames`` eigenschap onder ``Animation`` " "in de Inspecteur, daarna druk je op \"[leeg]\", om vervolgens ``Nieuwe " "SpriteFrames`` te selecteren . Klik nogmaals om het ``SpriteFrames`` tabblad " "te openen:" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:76 msgid "" "Click on the ``SpriteFrames`` you just created to open the \"SpriteFrames\" " "panel:" msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:80 msgid "" "On the left is a list of animations. Click the ``default`` one and rename it " "to ``walk``. Then click the **Add Animation** button to create a second " "animation named ``up``." msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:84 #, fuzzy msgid "" "Find the player images in the FileSystem dock - they're in the ``art`` " "folder you unzipped earlier. Drag the two images for each animation, into " "the **Animation Frames** side of the panel for the corresponding animation:" msgstr "" "Aan de linkerkant is een lijst met animaties. Klik op het \"default\" " "element en geef het de naam \"walk\". Klik op de \"Nieuwe animatie\" knop om " "de tweede animatie genaamd \"up\" te maken. Zoek de afbeeldingen voor de " "spelers op in het bestandensysteem-venster - onder de map ``art`` die uit " "het uitgepakte archief kwam. Sleep de twee afbeeldingen voor elke animatie, " "genaamd ``playerGrey_up[1/2]`` en ``playerGrey_up[2/2]`` in het " "tabblad``Animatiebeelden`` voor de bijbehorende animatie:" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:88 msgid "" "``playerGrey_walk1`` and ``playerGrey_walk2`` for the ``walk`` animation" msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:89 msgid "``playerGrey_up1`` and ``playerGrey_up2`` for the ``up`` animation" msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:93 msgid "" "The player images are a bit too large for the game window, so we need to " "scale them down. Click on the ``AnimatedSprite2D`` node and set the " "``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under " "the ``Node2D`` heading." msgstr "" "De afbeeldingen voor de speler zijn een beetje te groot voor het " "spelvenster, dus moeten we ze wat verkleinen. Druk op de " "``AnimatedSprite2D``-knoop en zet ``Scale`` op ``(0.5, 0.5)``. Je kan het in " "de Inspecteur vinden onder het ``Node2D`` kopje." #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:100 msgid "" "Finally, add a :ref:`CollisionShape2D ` as a child " "of ``Player``. This will determine the player's \"hitbox\", or the bounds of " "its collision area. For this character, a ``CapsuleShape2D`` node gives the " "best fit, so next to \"Shape\" in the Inspector, click \"[empty]\" -> \"New " "CapsuleShape2D\". Using the two size handles, resize the shape to cover the " "sprite:" msgstr "" "Ten slotte, voeg een :ref:`CollisionShape2D ` als " "een kind van ``Player`` toe. Dit zal het \"raakvlak\" (hitbox) van de speler " "bepalen, ofwel de grenzen van het botsingsgebied. Voor dit karakter zal een " "``CapsuleShape2D``-knoop het meest passen, dus druk op de \"Vorm\" " "eigenschap en kies \"[leeg]\" -> \"Nieuwe CapsuleShape2D\". Pas de vorm met " "de twee handgrepen zo aan dat die de afbeelding van de speler overdekt:" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:109 msgid "When you're finished, your ``Player`` scene should look like this:" msgstr "Als je klaar bent, hoort de ``Player`` scène er zo uit te zien:" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:113 msgid "" "Once this is done, the warning on the ``Area2D`` node will disappear, as it " "now has a shape assigned and can interact with other objects." msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:116 msgid "Make sure to save the scene again after these changes." msgstr "" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:118 msgid "" "In the next part, we'll add a script to the player node to move and animate " "it. Then, we'll set up collision detection to know when the player got hit " "by something." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:4 msgid "Coding the player" msgstr "De speler coderen" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:6 msgid "" "In this lesson, we'll add player movement, animation, and set it up to " "detect collisions." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:9 msgid "" "To do so, we need to add some functionality that we can't get from a built-" "in node, so we'll add a script. Click the ``Player`` node and click the " "\"Attach Script\" button:" msgstr "" "Voor de volgende functionaliteit kunnen we niet uit een ingebouwde knoop " "krijgen, dus voegen we een script toe. Klik op de ``Player``-knoop en klik " "op de \"Script toevoegen\" knop:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:15 msgid "" "In the script settings window, you can leave the default settings alone. " "Just click \"Create\":" msgstr "" "In het scriptinstellingsvenster kan je de standaardinstellingen laten staan. " "Klik gewoon op \"Maken\":" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:18 msgid "" "If you're creating a C# script or other languages, select the language from " "the `language` drop down menu before hitting create." msgstr "" "Als je een script maakt met C# of andere talen, selecteer de taal in het " "``taal `` uitvouwmenu voordat je het script aanmaakt." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:23 msgid "" "If this is your first time encountering GDScript, please " "read :ref:`doc_scripting` before continuing." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:26 msgid "Start by declaring the member variables this object will need:" msgstr "" "Begin met het declareren van de lidvariabelen die dit object nodig zal " "hebben:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:48 #, fuzzy msgid "" "Using the ``export`` keyword on the first variable ``speed`` allows us to " "set its value in the Inspector. This can be handy for values that you want " "to be able to adjust just like a node's built-in properties. Click on the " "``Player`` node and you'll see the property now appears in the Inspector in " "a new section with the name of the script. Remember, if you change the value " "here, it will override the value written in the script." msgstr "" "Als je het ``export`` sleutelwoord voor de eerste variabele ``speed`` zet, " "kan je de waarde vanuit de Inspecteur stellen. Dit kan handig zijn voor " "waardes die je wil bijstellen, net zoals de ingebouwde eigenschappen. Klik " "op de ``Player``-knoop , de eigenschap zal nu onder het kopje " "``Scriptvariabelen`` staan. Bedenk dat de waarde die je hier instelt, altijd " "de waarde in het script overschrijft." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:57 #, fuzzy msgid "" "If you're using C#, you need to (re)build the project assemblies whenever " "you want to see new export variables or signals. This build can be manually " "triggered by clicking the **Build** button at the top right of the editor." msgstr "" "Als je C# gebruikt, moet je de projectassemblies (opnieuw) bouwen wanneer je " "nieuwe exportvariabelen of signalen wil zien. Deze bouwstap kan handmatig " "geactiveerd worden door op \"Bouw project\" te drukken, rechtsboven in het " "editorvenster." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:66 msgid "" "Your ``player.gd`` script should already contain a ``_ready()`` and a " "``_process()`` function. If you didn't select the default template shown " "above, create these functions while following the lesson." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:71 msgid "" "The ``_ready()`` function is called when a node enters the scene tree, which " "is a good time to find the size of the game window:" msgstr "" "De ``_ready()`` methode wordt aangeroepen wanneer een knoop de scèneboom " "binnenkomt, wat een goed moment is om het grootte van het spelvenster op te " "vragen:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:87 msgid "" "Now we can use the ``_process()`` function to define what the player will " "do. ``_process()`` is called every frame, so we'll use it to update elements " "of our game, which we expect will change often. For the player, we need to " "do the following:" msgstr "" "Nu kunnen we de ``_process()`` methode gebruiken om vast te leggen wat de " "speler zal doen. ``_process()`` wordt elk schermverversing aangeroepen, dus " "zullen we het gebruiken om spelelementen bij te stellen. Voor de speler " "moeten we het volgende doen:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:92 msgid "Check for input." msgstr "Op invoer letten." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:93 msgid "Move in the given direction." msgstr "In de gegeven richting bewegen." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:94 msgid "Play the appropriate animation." msgstr "De juiste animatie spelen." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:96 msgid "" "First, we need to check for input - is the player pressing a key? For this " "game, we have 4 direction inputs to check. Input actions are defined in the " "Project Settings under \"Input Map\". Here, you can define custom events and " "assign different keys, mouse events, or other inputs to them. For this game, " "we will map the arrow keys to the four directions." msgstr "" "Eerst moeten we op invoer letten - drukt de speler op een toets? Voor dit " "spel, moeten we op vier invoerrichtingen letten. Invoeracties zijn " "gedefinieerd in de projectinstellingen onder \"Invoertoewijzing\". Hier kan " "je je eigen gebeurtenissen definiëren en daar verschillende toetsen, " "muisinvoer of andere invoer aan toevoegen. Voor dit spel zullen we de " "pijltjestoetsen toewijzen aan de vier richtingen." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:102 msgid "" "Click on *Project -> Project Settings* to open the project settings window " "and click on the *Input Map* tab at the top. Type \"move_right\" in the top " "bar and click the \"Add\" button to add the ``move_right`` action." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:108 msgid "" "We need to assign a key to this action. Click the \"+\" icon on the right, " "to open the event manager window." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:113 msgid "" "The \"Listening for Input...\" field should automatically be selected. Press " "the \"right\" key on your keyboard, and the menu should look like this now." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:118 msgid "" "Select the \"ok\" button. The \"right\" key is now associated with the " "``move_right`` action." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:120 msgid "Repeat these steps to add three more mappings:" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:122 msgid "``move_left`` mapped to the left arrow key." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:123 msgid "``move_up`` mapped to the up arrow key." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:124 msgid "And ``move_down`` mapped to the down arrow key." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:126 msgid "Your input map tab should look like this:" msgstr "Je invoer-map venster hoort er zo uit te zien:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:130 msgid "Click the \"Close\" button to close the project settings." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:134 msgid "" "We only mapped one key to each input action, but you can map multiple keys, " "joystick buttons, or mouse buttons to the same input action." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:137 msgid "" "You can detect whether a key is pressed using ``Input.is_action_pressed()``, " "which returns ``true`` if it's pressed or ``false`` if it isn't." msgstr "" "Je kan achterhalen of een toets is ingedrukt met " "``Input.is_action_pressed()``, wat ``true`` geeft als het ingedrukt is en " "anders ``false``." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:199 msgid "" "We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player " "should not be moving. Then we check each input and add/subtract from the " "``velocity`` to obtain a total direction. For example, if you hold ``right`` " "and ``down`` at the same time, the resulting ``velocity`` vector will be " "``(1, 1)``. In this case, since we're adding a horizontal and a vertical " "movement, the player would move *faster* diagonally than if it just moved " "horizontally." msgstr "" "We beginnen met het zetten van ``velocity (snelheid)`` op ``(0,0)`` - " "standaard hoort een speler niet te bewegen. Dan kijken we elke " "invoermogelijkheid, en verhogen/verlagen we de ``velocity`` waarde om de " "complete richting te krijgen. Als je zowel ``right (rechts)`` als ``down " "(onder)`` ingedrukt houd, zal de resulterende snelheidsvector ``(1,1)`` " "zijn. Aangezien we horizontale en verticale beweging optellen, zou de speler " "diagonaal *sneller* lopen dan als hij over alleen horizontaal liep." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:206 msgid "" "We can prevent that if we *normalize* the velocity, which means we set its " "*length* to ``1``, then multiply by the desired speed. This means no more " "fast diagonal movement." msgstr "" "We kunnen dit voorkomen door de snelheid te *normaliseren*, wat betekend dat " "we de *lengte* op ``1`` zetten, en vervolgens met de gewenste snelheid " "vermenigvuldigen. Hierdoor is diagonaal lopen niet sneller meer." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:210 msgid "" "If you've never used vector math before, or need a refresher, you can see an " "explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to " "know but won't be necessary for the rest of this tutorial." msgstr "" "Als je nog nooit met vectoren hebt gerekend, of je je kennis wil opfrissen, " "dan kan uitleg vinden over vectoren in Godot op :ref:`doc_vector_math`. Het " "is goed om te weten, maar zal voor de rest van deze handleiding niet nodig " "zijn." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:214 msgid "" "We also check whether the player is moving so we can call ``play()`` or " "``stop()`` on the AnimatedSprite2D." msgstr "" "We willen ook letten op of de speler beweegt, zodat we de " "``AnimatedSprite2D``-animatie kunnen starten of stoppen met ``play()`` of " "``stop()``." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:217 msgid "" "``$`` is shorthand for ``get_node()``. So in the code above, " "``$AnimatedSprite2D.play()`` is the same as " "``get_node(\"AnimatedSprite2D\").play()``." msgstr "" "``$`` is een afkorting voor ``get_node()``. In de code hierboven is " "``$AnimatedSprite2D.play()`` hetzelfde als " "``get_node(\"AnimatedSprite2D\").play()``." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:221 msgid "" "In GDScript, ``$`` returns the node at the relative path from the current " "node, or returns ``null`` if the node is not found. Since AnimatedSprite2D " "is a child of the current node, we can use ``$AnimatedSprite2D``." msgstr "" "In GDScript geeft ``$`` de knoop op het relatieve pad vanuit de huidige " "knoop, of ``null`` als de knoop niet is gevonden. Aangezien onze " "``AnimatedSprite2D`` een kind is van de huidige knoop, kunnen we " "``$AnimatedSprite2D`` gebruiken." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:226 msgid "" "Now that we have a movement direction, we can update the player's position. " "We can also use ``clamp()`` to prevent it from leaving the screen. " "*Clamping* a value means restricting it to a given range. Add the following " "to the bottom of the ``_process`` function (make sure it's not indented " "under the `else`):" msgstr "" "Nu we een beweegrichting hebben, kunnen we de spelers positie aanpassen. We " "kunnen ``clamp()`` gebruiken om te verhinderen dat de speler buiten het " "scherm gaat. Een waarde *klemmen* (clamp), betekend dat het bereik begrensd " "wordt. Voeg het volgende toe aan de onderkant aan de ``_proces`` methode " "(helemaal onderaan, dus niet ingesprongen onder de `else`):" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:245 msgid "" "The `delta` parameter in the `_process()` function refers to the *frame " "length* - the amount of time that the previous frame took to complete. Using " "this value ensures that your movement will remain consistent even if the " "frame rate changes." msgstr "" "De `delta` parameter van ``_process()`` duidt op de beeldduur - hoeveel tijd " "het duurde om het vorige schermbeeld te tekenen. Het gebruik van deze waarde " "garandeert dat je beweging constant zal blijven, ook als de " "verversingssnelheid verandert." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:250 msgid "" "Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm " "you can move the player around the screen in all directions." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:253 msgid "If you get an error in the \"Debugger\" panel that says" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:255 msgid "" "``Attempt to call function 'play' in base 'null instance' on a null " "instance``" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:258 msgid "" "this likely means you spelled the name of the AnimatedSprite2D node wrong. " "Node names are case-sensitive and ``$NodeName`` must match the name you see " "in the scene tree." msgstr "" "dit betekent waarschijnlijk dat u de naam van de AnimatedSprite2D knoop " "verkeerd hebt gespeld. Knoop-namen zijn hoofdlettergevoelig en de " "``$KnoopNaam`` moet overeenkomen met de naam die u in de scèneboom ziet." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:263 msgid "Choosing animations" msgstr "Animaties kiezen" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:265 msgid "" "Now that the player can move, we need to change which animation the " "AnimatedSprite2D is playing based on its direction. We have the \"walk\" " "animation, which shows the player walking to the right. This animation " "should be flipped horizontally using the ``flip_h`` property for left " "movement. We also have the \"up\" animation, which should be flipped " "vertically with ``flip_v`` for downward movement. Let's place this code at " "the end of the ``_process()`` function:" msgstr "" "Nu de speler kan bewegen, moeten we de animatie die de AnimatedSprite2D " "afspeelt veranderen op basis van de richting. We hebben een “loop” (walk) " "animatie, die de speler naar rechts laat lopen. Om de speler ook naar links " "te laten lopen, kan deze animatie horizontaal gespiegeld kan worden met de " "eigenschap ``flip_h`’ voor naar het bewegen naar links. We hebben ook een " "“boven” (up) animatie, die verticaal gespiegeld kan worden met de eigenschap " "``flip_v`` voor het bewegen naar beneden. Laten we deze code plaatsen aan " "het einde van onze ``_process()`` methode:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:299 msgid "" "The boolean assignments in the code above are a common shorthand for " "programmers. Since we're doing a comparison test (boolean) and also " "*assigning* a boolean value, we can do both at the same time. Consider this " "code versus the one-line boolean assignment above:" msgstr "" "De booleaanse toewijzingen in de bovenstaande code zijn veelgebruikt door " "programmeurs. Omdat we zowel vergelijken en *toewijzen*, kunnen we beiden " "tegelijkertijd doen. Vergelijk deze code met de verkorte booleaanse opdracht " "hierboven:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:323 msgid "" "Play the scene again and check that the animations are correct in each of " "the directions." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:326 msgid "" "A common mistake here is to type the names of the animations wrong. The " "animation names in the SpriteFrames panel must match what you type in the " "code. If you named the animation ``\"Walk\"``, you must also use a capital " "\"W\" in the code." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:331 msgid "" "When you're sure the movement is working correctly, add this line to " "``_ready()``, so the player will be hidden when the game starts:" msgstr "" "Wanneer je zeker weet dat de bewegingen correct werken, voeg je deze lijn " "toe aan ``_ready()``, zodat de speler niet zichtbaar is wanneer het spel " "start:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:344 msgid "Preparing for collisions" msgstr "Voorbereiding voor botsingen" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:346 msgid "" "We want ``Player`` to detect when it's hit by an enemy, but we haven't made " "any enemies yet! That's OK, because we're going to use Godot's *signal* " "functionality to make it work." msgstr "" "We willen dat de ``Player`` detecteert als deze geraakt wordt door een " "vijand, maar we hebben nog geen vijanden gemaakt! Dat is oké, want we " "gebruiken de *signal* functie in Godot om dit te laten werken." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:350 msgid "" "Add the following at the top of the script. If you're using GDScript, add it " "after ``extends Area2D``. If you're using C#, add it after ``public partial " "class Player : Area2D``:" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:365 msgid "" "This defines a custom signal called \"hit\" that we will have our player " "emit (send out) when it collides with an enemy. We will use ``Area2D`` to " "detect the collision. Select the ``Player`` node and click the \"Node\" tab " "next to the Inspector tab to see the list of signals the player can emit:" msgstr "" "Dit definieert een zelfverklaard signaal genaamd *hit*, die door de speler " "uitgezonden zal worden als het tegen een vijand aanloopt. We zullen een " "``Area2D`` gebruiken om deze botsing te detecteren. Selecteer de ``Player`` " "knoop en klik op het tabblad Knoop naast het tabblad Inspecteur om een lijst " "met signalen te zien die de speler kan uitzenden:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:372 #, fuzzy msgid "" "Notice our custom \"hit\" signal is there as well! Since our enemies are " "going to be ``RigidBody2D`` nodes, we want the ``body_entered(body: " "Node2D)`` signal. This signal will be emitted when a body contacts the " "player. Click \"Connect..\" and the \"Connect a Signal\" window appears." msgstr "" "Merk op dat ons zelfverklaarde signaal \"hit\" hier ook tussen staat! Omdat " "onze vijanden ``RigidBody2D`` knopen zullen zijn, willen we het signaal " "``body_entered(body: Node2D)``; dit zal uitgezonden worden als een lichaam " "de speler raakt. Klik \"Verbinden..\" en dan weer \"Verbind een Signaal\" in " "het volgende venster. We hoeven niets aan deze instellingen te veranderen, " "dus klik nogmaals op \"Connect\". Godot zal automatisch een methode in het " "script van de speler plaatsen." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:377 msgid "" "Godot will create a function with that exact name directly in script for " "you. You don't need to change the default settings right now." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:384 msgid "" "If you're using an external text editor (for example, Visual Studio Code), a " "bug currently prevents Godot from doing so. You'll be sent to your external " "editor, but the new function won't be there." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:388 msgid "" "In this case, you'll need to write the function yourself into the Player's " "script file." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:393 msgid "" "Note the green icon indicating that a signal is connected to this function; " "this does not mean the function exists, only that the signal will attempt to " "connect to a function with that name, so double-check that the spelling of " "the function matches exactly!" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:397 msgid "Next, add this code to the function:" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:419 msgid "" "Each time an enemy hits the player, the signal is going to be emitted. We " "need to disable the player's collision so that we don't trigger the ``hit`` " "signal more than once." msgstr "" "Elke keer dat de vijand de speler zal raken, zal het signaal uitgezonden " "worden. We moeten het botsingselement van de speler uitschakelen, zodat we " "het ``hit`` signaal slechts één keer uitzenden." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:423 msgid "" "Disabling the area's collision shape can cause an error if it happens in the " "middle of the engine's collision processing. Using ``set_deferred()`` tells " "Godot to wait to disable the shape until it's safe to do so." msgstr "" "Het uitschakelen van een botsingsvorm kan een fout veroorzaken als het " "gebeurt terwijl de engine nog bezig is met de botsingen te berekenen. Door " "``set_deferred()`` kunnen we Godot laten wachten met het uitschakelen totdat " "het veilig is." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:428 msgid "" "The last piece is to add a function we can call to reset the player when " "starting a new game." msgstr "" "De laatste stap voor onze speler is om een methode toe te voegen, die we " "kunnen aanroepen om de speler terug te zetten (reset) op beginwaardes bij " "het starten van een nieuw spel." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:448 msgid "With the player working, we'll work on the enemy in the next lesson." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:4 msgid "Creating the enemy" msgstr "De vijand maken" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:6 msgid "" "Now it's time to make the enemies our player will have to dodge. Their " "behavior will not be very complex: mobs will spawn randomly at the edges of " "the screen, choose a random direction, and move in a straight line." msgstr "" "Nu is het tijd om de vijanden te maken die onze speler zal moeten ontwijken. " "Hun gedrag zal niet erg intelligent zijn: monsters zullen willekeurig aan de " "randen van het scherm opkomen, en in een willekeurige richting een rechte " "lijn lopen." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:10 msgid "" "We'll create a ``Mob`` scene, which we can then *instance* to create any " "number of independent mobs in the game." msgstr "" "We zullen dit in een scène genaamd ``Mob`` bouwen, die we dan kunnen " "*instantiëren* om een gewenst aantal onafhankelijke vijanden in het spel te " "brengen." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:14 msgid "Node setup" msgstr "Knoop instellen" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:16 msgid "Click Scene -> New Scene from the top menu and add the following nodes:" msgstr "" "Klik op Scène -> Nieuwe scene in het bovenste menu en voeg de volgende " "knopen toe:" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:18 msgid ":ref:`RigidBody2D ` (named ``Mob``)" msgstr ":ref:`RigidBody2D ` (genaamd ``Mob``)" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:20 msgid ":ref:`AnimatedSprite2D `" msgstr ":ref:`AnimatedSprite2D `" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:21 msgid ":ref:`CollisionShape2D `" msgstr ":ref:`CollisionShape2D `" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:22 msgid ":ref:`VisibleOnScreenNotifier2D `" msgstr ":ref:`VisibleOnScreenNotifier2D `" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:24 msgid "" "Don't forget to set the children so they can't be selected, like you did " "with the Player scene. This is done by selecting the parent node " "(``RigidBody2D``) in the Scene tree dock, then using the :button:`Group` " "button at the top of the 2D editor (or pressing :kbd:`Ctrl + G`)." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:29 msgid "" "Select the ``Mob`` node and set its ``Gravity Scale`` property in " "the :ref:`RigidBody2D ` section of the inspector to " "``0``. This will prevent the mob from falling downwards." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:34 #, fuzzy msgid "" "In addition, under the :ref:`CollisionObject2D ` " "section just beneath the **RigidBody2D** section, expand the **Collision** " "group and uncheck the ``1`` inside the ``Mask`` property. This will ensure " "the mobs do not collide with each other." msgstr "" "In de :ref:`RigidBody2D ` eigenschappen, zet``Gravity " "Scale`` op ``0``, dan zal de vijand niet naar beneden vallen. Vervolgens, in " "het :ref:`CollisionObject2D ` gedeelte, klik op " "``Mask`` en deactiveer het eerste vakje. Nu zullen de vijanden niet met " "elkaar botsen." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:42 msgid "" "Set up the :ref:`AnimatedSprite2D ` like you did for " "the player. This time, we have 3 animations: ``fly``, ``swim``, and " "``walk``. There are two images for each animation in the art folder." msgstr "" "Zet de :ref:`AnimatedSprite2D ` net zoals je voor de " "speler hebt gedaan. Deze keer hebben we drie animaties: ``vlieg`` (fly), " "``zwem`` (swim), and ``loop`` (walk). Er zijn twee afbeeldingen voor elke " "animatie in de map genaamd \"art\"." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:46 msgid "" "The ``Animation Speed`` property has to be set for each individual " "animation. Adjust it to ``3`` for all 3 animations." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:50 msgid "" "You can use the \"Play Animation\" buttons on the right of the ``Animation " "Speed`` input field to preview your animations." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:52 msgid "" "We'll select one of these animations randomly so that the mobs will have " "some variety." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:55 msgid "" "Like the player images, these mob images need to be scaled down. Set the " "``AnimatedSprite2D``'s ``Scale`` property to ``(0.75, 0.75)``." msgstr "" "Net als de afbeeldingen bij de speler, kunnen de afbeeldingen van de " "vijanden verkleind worden. Zet de ``Scale`` van ``AnimatedSprite2D`` op " "``(0.75, 0.75)``." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:58 #, fuzzy msgid "" "As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To " "align the shape with the image, you'll need to set the ``Rotation`` property " "to ``90`` (under \"Transform\" in the Inspector)." msgstr "" "Net als in de ``Player`` scène, voeg een ``CapsuleShape2D`` toe voor het " "botsen. Om de vorm te laten passen bij de afbeelding, moet je de eigenschap " "``Rotation Degrees`` (onder \"Transform\" in de inspecteur) op ``90`` zetten." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:62 msgid "Save the scene." msgstr "Sla de scène op." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:65 msgid "Enemy script" msgstr "Vijand script" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:67 msgid "Add a script to the ``Mob`` like this:" msgstr "Voeg een script aan de ``Mob`` toe:" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:83 msgid "" "Now let's look at the rest of the script. In ``_ready()`` we play the " "animation and randomly choose one of the three animation types:" msgstr "" "Laten we nu eens kijken naar de rest van het script. In ``_ready()`` kiezen " "we willekeurig èèn van de drie animaties om af te spelen:" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:103 msgid "" "First, we get the list of animation names from the AnimatedSprite2D's " "``sprite_frames`` property. This returns an Array containing all three " "animation names: ``[\"walk\", \"swim\", \"fly\"]``." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:107 msgid "" "In the GDScript code, we use the :ref:`Array.pick_random " "` method to select one of these animation " "names at random. Meanwhile, in the C# code, we pick a random number between " "``0`` and ``2`` to select one of these names from the list (array indices " "start at ``0``). The expression ``GD.Randi() % n`` selects a random integer " "between ``0`` and ``n-1``." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:112 msgid "Finally, we call ``play()`` to start playing the chosen animation." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:114 msgid "" "The last piece is to make the mobs delete themselves when they leave the " "screen. Connect the ``screen_exited()`` signal of the " "``VisibleOnScreenNotifier2D`` node to the ``Mob`` and add this code:" msgstr "" "Het laatste wat nog gedaan moet worden is om de monsters zichzelf te laten " "verwijderen als ze buiten het scherm gaan. Verbind het ``screen_exited()`` " "signaal van de ``VisibilityOnScreenNotifier2D``-knoop met de ``Mob`` en voeg " "deze code toe:" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:132 msgid "" "``queue_free()`` is a function that essentially 'frees', or deletes, the " "node at the end of the frame." msgstr "" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:134 msgid "This completes the `Mob` scene." msgstr "Hiermee is de ``Mob`` scène afgerond." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:136 msgid "" "With the player and enemies ready, in the next part, we'll bring them " "together in a new scene. We'll make enemies spawn randomly around the game " "board and move forward, turning our project into a playable game." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:4 msgid "The main game scene" msgstr "De hoofdscène van het spel" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:6 msgid "" "Now it's time to bring everything we did together into a playable game scene." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:8 msgid "" "Create a new scene and add a :ref:`Node ` named ``Main``. (The " "reason we are using Node instead of Node2D is because this node will be a " "container for handling game logic. It does not require 2D functionality " "itself.)" msgstr "" "Maak een nieuwe scène aan en voeg een :ref:`Node ` toe genaamd " "``Main``. (De reden dat we hier een Node in plaats van een Node2D gebruiken " "is omdat deze knoop een container gaat zijn voor de game logica, en zelf " "geen 2D functionaliteit nodig heeft.)" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:12 msgid "" "Click the **Instance** button (represented by a chain link icon) and select " "your saved ``player.tscn``." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:17 msgid "" "Now, add the following nodes as children of ``Main``, and name them as shown:" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:19 msgid "" ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " "spawn" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:21 msgid "" ":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " "every second" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:23 msgid "" ":ref:`Timer ` (named ``StartTimer``) - to give a delay before " "starting" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:25 msgid "" ":ref:`Marker2D ` (named ``StartPosition``) - to indicate the " "player's start position" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:28 msgid "" "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows " "(values are in seconds):" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:30 msgid "``MobTimer``: ``0.5``" msgstr "``MobTimer``: ``0.5``" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:31 msgid "``ScoreTimer``: ``1``" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:32 msgid "``StartTimer``: ``2``" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:34 msgid "" "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " "set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:38 msgid "Spawning mobs" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:40 msgid "" "The Main node will be spawning new mobs, and we want them to appear at a " "random location on the edge of the screen. Click the ``Main`` node in the " "Scene dock, then add a child :ref:`Path2D ` node named " "``MobPath``. When you select ``Path2D``, you will see some new buttons at " "the top of the editor:" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:47 msgid "" "Select the middle one (\"Add Point\") and draw the path by clicking to add " "the points at the corners shown. To have the points snap to the grid, make " "sure \"Use Grid Snap\" and \"Use Smart Snap\" are both selected. These " "options can be found to the left of the \"Lock\" button, appearing as a " "magnet next to some dots and intersecting lines, respectively." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:55 msgid "" "Draw the path in *clockwise* order, or your mobs will spawn pointing " "*outwards* instead of *inwards*!" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:60 msgid "" "After placing point ``4`` in the image, click the \"Close Curve\" button and " "your curve will be complete." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:63 msgid "" "Now that the path is defined, add a :ref:`PathFollow2D ` " "node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " "will automatically rotate and follow the path as it moves, so we can use it " "to select a random position and direction along the path." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:68 msgid "Your scene should look like this:" msgstr "Je scène hoort er zo uit te zien:" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:73 msgid "Main script" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:75 msgid "" "Add a script to ``Main``. At the top of the script, we use ``@export var " "mob_scene: PackedScene`` to allow us to choose the Mob scene we want to " "instance." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:101 msgid "" "Click the ``Main`` node and you will see the ``Mob Scene`` property in the " "Inspector under \"Main.gd\"." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:104 msgid "You can assign this property's value in two ways:" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:106 msgid "" "Drag ``mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob " "Scene** property." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:108 msgid "" "Click the down arrow next to \"[empty]\" and choose \"Load\". Select " "``mob.tscn``." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:110 msgid "" "Next, select the instance of the ``Player`` scene under ``Main`` node in the " "Scene dock, and access the Node dock on the sidebar. Make sure to have the " "Signals tab selected in the Node dock." msgstr "" "Selecteer de spelersinstantie in de scène onder de ``Hoofd (Main)``-knoop in " "het Scènepaneel, en pak vervolgens het Knoop-tabblad erbij. Zorg ervoor dat " "het signalenvenster geselecteerd is in het Knoop-tabblad." #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:114 msgid "" "You should see a list of the signals for the ``Player`` node. Find and " "double-click the ``hit`` signal in the list (or right-click it and select " "\"Connect...\"). This will open the signal connection dialog. We want to " "make a new function named ``game_over``, which will handle what needs to " "happen when a game ends. Type \"game_over\" in the \"Receiver Method\" box " "at the bottom of the signal connection dialog and click \"Connect\". You are " "aiming to have the ``hit`` signal emitted from ``Player`` and handled in the " "``Main`` script. Add the following code to the new function, as well as a " "``new_game`` function that will set everything up for a new game:" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:155 msgid "" "Now we'll connect the ``timeout()`` signal of each Timer node " "(``StartTimer``, ``ScoreTimer``, and ``MobTimer``) to the main script. For " "each of the three timers, select the timer in the Scene dock, open the " "Signals tab of the Node dock, then double-click the ``timeout()`` signal in " "the list. This will open a new signal connection dialog. The default " "settings in this dialog should be fine, so select **Connect** to create a " "new signal connection." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:162 msgid "" "Once all three timers have this set up, you should be able to see each timer " "have a Signal connection for their respective ``timeout()`` signal, showing " "in green, within their respective Signals tabs:" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:166 msgid "(For MobTimer): ``_on_mob_timer_timeout()``" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:167 msgid "(For ScoreTimer): ``_on_score_timer_timeout()``" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:168 msgid "(For StartTimer): ``_on_start_timer_timeout()``" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:170 msgid "" "Now we define how each of these timers operate by adding the code below. " "Notice that ``StartTimer`` will start the other two timers, and that " "``ScoreTimer`` will increment the score by 1." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:199 msgid "" "In ``_on_mob_timer_timeout()``, we will create a mob instance, pick a random " "starting location along the ``Path2D``, and set the mob in motion. The " "``PathFollow2D`` node will automatically rotate as it follows the path, so " "we will use that to select the mob's direction as well as its position. When " "we spawn a mob, we'll pick a random value between ``150.0`` and ``250.0`` " "for how fast each mob will move (it would be boring if they were all moving " "at the same speed)." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:207 msgid "" "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:267 msgid "" "Why ``PI``? In functions requiring angles, Godot uses *radians*, not " "degrees. Pi represents a half turn in radians, about ``3.1415`` (there is " "also ``TAU`` which is equal to ``2 * PI``). If you're more comfortable " "working with degrees, you'll need to use the ``deg_to_rad()`` and " "``rad_to_deg()`` functions to convert between the two." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:275 msgid "Testing the scene" msgstr "De scène testen" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:277 msgid "" "Let's test the scene to make sure everything is working. Add this " "``new_game`` call to ``_ready()``:" msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:293 msgid "" "Let's also assign ``Main`` as our \"Main Scene\" - the one that runs " "automatically when the game launches. Press the \"Play\" button and select " "``main.tscn`` when prompted." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:297 msgid "" "If you had already set another scene as the \"Main Scene\", you can right " "click ``main.tscn`` in the FileSystem dock and select \"Set As Main Scene\"." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:300 msgid "" "You should be able to move the player around, see mobs spawning, and see the " "player disappear when hit by a mob." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:303 msgid "" "When you're sure everything is working, remove the call to ``new_game()`` " "from ``_ready()`` and replace it with ``pass``." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:306 msgid "" "What's our game lacking? Some user interface. In the next lesson, we'll add " "a title screen and display the player's score." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:4 msgid "Heads up display" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:6 msgid "" "The final piece our game needs is a User Interface (UI) to display things " "like score, a \"game over\" message, and a restart button." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:9 msgid "" "Create a new scene, click the \"Other Node\" button and add " "a :ref:`CanvasLayer ` node named ``HUD``. \"HUD\" stands " "for \"heads-up display\", an informational display that appears as an " "overlay on top of the game view." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:13 msgid "" "The :ref:`CanvasLayer ` node lets us draw our UI elements " "on a layer above the rest of the game, so that the information it displays " "isn't covered up by any game elements like the player or mobs." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:17 msgid "The HUD needs to display the following information:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:19 msgid "Score, changed by ``ScoreTimer``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:20 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:21 msgid "A \"Start\" button to begin the game." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:23 msgid "" "The basic node for UI elements is :ref:`Control `. To create " "our UI, we'll use two types of :ref:`Control ` " "nodes: :ref:`Label ` and :ref:`Button `." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:27 msgid "Create the following as children of the ``HUD`` node:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:29 msgid ":ref:`Label ` named ``ScoreLabel``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:30 msgid ":ref:`Label ` named ``Message``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:31 msgid ":ref:`Button ` named ``StartButton``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:32 msgid ":ref:`Timer ` named ``MessageTimer``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:34 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:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:39 msgid "" "Under \"Theme Overrides > Fonts\", choose \"Load\" and select the \"Xolonium-" "Regular.ttf\" file." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:43 msgid "" "The font size is still too small, increase it to ``64`` under \"Theme " "Overrides > Font Sizes\". Once you've done this with the ``ScoreLabel``, " "repeat the changes for the ``Message`` and ``StartButton`` nodes." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:48 msgid "" "**Anchors:** ``Control`` nodes have a position and size, but they also have " "anchors. Anchors define the origin - the reference point for the edges of " "the node." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:52 msgid "" "Arrange the nodes as shown below. You can drag the nodes to place them " "manually, or for more precise placement, use \"Anchor Presets\"." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:59 msgid "ScoreLabel" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:61 msgid "Add the text ``0``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:62 #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:69 msgid "" "Set the \"Horizontal Alignment\" and \"Vertical Alignment\" to ``Center``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:63 msgid "Choose the \"Anchor Preset\" ``Center Top``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:66 msgid "Message" msgstr "Bericht" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:68 msgid "Add the text ``Dodge the Creeps!``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:70 msgid "" "Set the \"Autowrap Mode\" to ``Word``, otherwise the label will stay on one " "line." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:71 msgid "" "Under \"Control - Layout/Transform\" set \"Size X\" to ``480`` to use the " "entire width of the screen." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:72 msgid "Choose the \"Anchor Preset\" ``Center``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:75 msgid "StartButton" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:77 msgid "Add the text ``Start``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:78 msgid "" "Under \"Control - Layout/Transform\", set \"Size X\" to ``200`` and \"Size " "Y\" to ``100`` to add a little bit more padding between the border and text." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:80 msgid "Choose the \"Anchor Preset\" ``Center Bottom``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:81 msgid "Under \"Control - Layout/Transform\", set \"Position Y\" to ``580``." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:83 msgid "" "On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " "Shot`` property to \"On\"." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:86 msgid "Now add this script to ``HUD``:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:108 msgid "" "We now want to display a message temporarily, such as \"Get Ready\", so we " "add the following code" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:130 msgid "" "We also need to process what happens when the player loses. The code below " "will show \"Game Over\" for 2 seconds, then return to the title screen and, " "after a brief pause, show the \"Start\" button." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:163 msgid "" "When you need to pause for a brief time, an alternative to using a Timer " "node is to use the SceneTree's ``create_timer()`` function. This can be very " "useful to add delays such as in the above code, where we want to wait some " "time before showing the \"Start\" button." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:168 msgid "Add the code below to ``HUD`` to update the score" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:183 msgid "" "Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` " "signal of ``MessageTimer`` to the ``HUD`` node, and add the following code " "to the new functions:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:212 msgid "Connecting HUD to Main" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:214 msgid "" "Now that we're done creating the ``HUD`` scene, go back to ``Main``. " "Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " "The scene tree should look like this, so make sure you didn't miss anything:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:220 msgid "" "Now we need to connect the ``HUD`` functionality to our ``Main`` script. " "This requires a few additions to the ``Main`` scene:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:223 msgid "" "In the Node tab, connect the HUD's ``start_game`` signal to the " "``new_game()`` function of the Main node by clicking the \"Pick\" button in " "the \"Connect a Signal\" window and selecting the ``new_game()`` method or " "type \"new_game\" below \"Receiver Method\" in the window. Verify that the " "green connection icon now appears next to ``func new_game()`` in the script." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:229 msgid "" "In ``new_game()``, update the score display and show the \"Get Ready\" " "message:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:243 msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:254 msgid "" "Finally, add this to ``_on_score_timer_timeout()`` to keep the display in " "sync with the changing score:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:268 msgid "" "Remember to remove the call to ``new_game()`` from ``_ready()`` if you " "haven't already, otherwise your game will start automatically." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:272 msgid "Now you're ready to play! Click the \"Play the Project\" button." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:275 msgid "Removing old creeps" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:277 msgid "" "If you play until \"Game Over\" and then start a new game right away, the " "creeps from the previous game may still be on the screen. It would be better " "if they all disappeared at the start of a new game. We just need a way to " "tell *all* the mobs to remove themselves. We can do this with the \"group\" " "feature." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:282 msgid "" "In the ``Mob`` scene, select the root node and click the \"Node\" tab next " "to the Inspector (the same place where you find the node's signals). Next to " "\"Signals\", click \"Groups\" to open the group overview and the \"+\" " "button to open the \"Create New Group\" dialog." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:289 msgid "Name the group ``mobs`` and click \"ok\" to add a new scene group." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:293 msgid "Now all mobs will be in the \"mobs\" group." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:297 msgid "" "We can then add the following line to the ``new_game()`` function in " "``Main``:" msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:310 msgid "" "The ``call_group()`` function calls the named function on every node in a " "group - in this case we are telling every mob to delete itself." msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:313 msgid "" "The game's mostly done at this point. In the next and last part, we'll " "polish it a bit by adding a background, looping music, and some keyboard " "shortcuts." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:4 msgid "Finishing up" msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:6 msgid "" "We have now completed all the functionality for our game. Below are some " "remaining steps to add a bit more \"juice\" to improve the game experience." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:9 msgid "Feel free to expand the gameplay with your own ideas." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:12 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:133 msgid "Background" msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:14 msgid "" "The default gray background is not very appealing, so let's change its " "color. One way to do this is to use a :ref:`ColorRect ` " "node. Make it the first node under ``Main`` so that it will be drawn behind " "the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a " "color you like and select \"Layout\" -> \"Anchors Preset\" -> \"Full Rect\" " "either in the toolbar at the top of the viewport or in the inspector so that " "it covers the screen." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:20 msgid "" "You could also add a background image, if you have one, by using " "a :ref:`TextureRect ` node instead." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:24 msgid "Sound effects" msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:26 msgid "" "Sound and music can be the single most effective way to add appeal to the " "game experience. In your game's **art** folder, you have two sound files: " "\"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" " "for when the player loses." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:31 msgid "" "Add two :ref:`AudioStreamPlayer ` nodes as children " "of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " "each one, click on the ``Stream`` property, select \"Load\", and choose the " "corresponding audio file." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:36 msgid "" "All audio is automatically imported with the ``Loop`` setting disabled. If " "you want the music to loop seamlessly, click on the Stream file arrow, " "select ``Make Unique``, then click on the Stream file and check the ``Loop`` " "box." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:42 msgid "" "To play the music, add ``$Music.play()`` in the ``new_game()`` function and " "``$Music.stop()`` in the ``game_over()`` function." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:45 msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:76 msgid "Keyboard shortcut" msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:78 msgid "" "Since the game is played with keyboard controls, it would be convenient if " "we could also start the game by pressing a key on the keyboard. We can do " "this with the \"Shortcut\" property of the ``Button`` node." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:82 msgid "" "In a previous lesson, we created four input actions to move the character. " "We will create a similar input action to map to the start button." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:85 msgid "" "Select \"Project\" -> \"Project Settings\" and then click on the \"Input " "Map\" tab. In the same way you created the movement input actions, create a " "new input action called ``start_game`` and add a key mapping for " "the :kbd:`Enter` key." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:92 msgid "" "Now would be a good time to add controller support if you have one " "available. Attach or pair your controller and then under each input action " "that you wish to add controller support for, click on the \"+\" button and " "press the corresponding button, d-pad, or stick direction that you want to " "map to the respective input action." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:97 msgid "" "In the ``HUD`` scene, select the ``StartButton`` and find its **Shortcut** " "property in the Inspector. Create a new :ref:`Shortcut ` " "resource by clicking within the box, open the **Events** array and add a new " "array element to it by clicking on **Array[InputEvent] (size 0)**." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:104 msgid "" "Create a new :ref:`InputEventAction ` and name it " "``start_game``." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:108 msgid "" "Now when the start button appears, you can either click it or " "press :kbd:`Enter` to start the game." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:111 msgid "And with that, you completed your first 2D game in Godot." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:115 msgid "" "You got to make a player-controlled character, enemies that spawn randomly " "around the game board, count the score, implement a game over and replay, " "user interface, sounds, and more. Congratulations!" msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:119 msgid "" "There's still much to learn, but you can take a moment to appreciate what " "you achieved." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:122 msgid "" "And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to " "learn to create a complete 3D game from scratch, in Godot." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:126 msgid "Sharing the finished game with others" msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:128 msgid "" "If you want people to try out your game without having to install Godot, " "you'll need to export the project for each operating system you want the " "game to be playable on. See :ref:`doc_exporting_projects` for instructions." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:132 msgid "" "After exporting the project, compress the exported executable and PCK file " "(not the raw project files) to a ZIP file, then upload this ZIP file to a " "file sharing website." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:6 msgid "Your first 3D game" msgstr "Je eerste 3D game" #: ../../docs/getting_started/first_3d_game/index.rst:8 msgid "" "In this step-by-step tutorial series, you will create your first complete 3D " "game with Godot. By the end of the series, you will have a simple yet " "finished project of your own like the animated gif below." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:14 msgid "" "The game we'll code here is similar to :ref:`doc_your_first_2d_game`, with a " "twist: you can now jump and your goal is to squash the creeps. This way, you " "will both **recognize patterns** you learned in the previous tutorial and " "**build upon them** with new code and features." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:21 msgid "Work with 3D coordinates with a jumping mechanic." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:22 msgid "" "Use kinematic bodies to move 3D characters and detect when and how they " "collide." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:24 msgid "" "Use physics layers and a group to detect interactions with specific entities." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:25 msgid "" "Code basic procedural gameplay by instancing monsters at regular time " "intervals." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:27 msgid "Design a movement animation and change its speed at runtime." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:28 msgid "Draw a user interface on a 3D game." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:32 #, fuzzy msgid "" "This tutorial is for beginners who followed the complete getting started " "series. We'll start slow with detailed instructions and shorten them as we " "do similar steps. If you're an experienced programmer, you can browse the " "complete demo's source code here:" msgstr "" "Als je al ervaring hebt als programmeur, dan kun je complete demo's hier " "bekijken: `Godot demo projects `__." #: ../../docs/getting_started/first_3d_game/index.rst:37 #, fuzzy msgid "" "`Squash the Creeps source code (GDScript) `__" msgstr "https://github.com/godotengine/godot-demo-projects" #: ../../docs/getting_started/first_3d_game/index.rst:38 #, fuzzy msgid "" "`Squash the Creeps source code (C#) `__" msgstr "https://github.com/godotengine/godot-demo-projects" #: ../../docs/getting_started/first_3d_game/index.rst:42 msgid "" "You can follow this series without having done the 2D one. However, if " "you're new to game development, we recommend you to start with 2D. 3D game " "code is always more complex and the 2D series will give you foundations to " "follow along more comfortably." msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:47 #, fuzzy msgid "" "We prepared some game assets so we can jump straight to the code. You can " "download them here: `Squash the Creeps assets `__." msgstr "" "Naast deze documentatie kun je misschien ook een kijkje nemen bij " "verscheidene`Godot demo projects `_." #: ../../docs/getting_started/first_3d_game/index.rst:51 msgid "" "We will first work on a basic prototype for the player's movement. We will " "then add the monsters that we'll spawn randomly around the screen. After " "that, we'll implement the jump and squashing mechanic before refining the " "game with some nice animation. We'll wrap up with the score and the retry " "screen." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:4 msgid "Setting up the game area" msgstr "Het spel gebied instellen" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:6 msgid "" "In this first part, we're going to set up the game area. Let's get started " "by importing the start assets and setting up the game scene." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:9 #, fuzzy msgid "" "We've prepared a Godot project with the 3D models and sounds we'll use for " "this tutorial, linked in the index page. If you haven't done so yet, you can " "download the archive here: `Squash the Creeps assets `_." msgstr "" "Om te leren hoe instanties maken werkt, beginnen we met het `bal-" "voorbeeldproject voor starten met instanties maken `_." #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:13 msgid "" "Once you downloaded it, extract the .zip archive on your computer. Open the " "Godot Project Manager and click the *Import* button." msgstr "" "Wanneer het gedownload is, pak je het project uit waar je maar wil. Open " "vervolgens de Godot Project Beheerder, en klik op de *Import* knop." #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:18 msgid "" "In the import popup, enter the full path to the freshly created directory " "``3d_squash_the_creeps_starter/``. You can click the *Browse* button on the " "right to open a file browser and navigate to the ``project.godot`` file the " "folder contains." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:25 #, fuzzy msgid "Click *Import* to open the project in the editor." msgstr "Druk op de drie stippen in de linkerbovenhoek, kies **Offline data**." #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:29 msgid "" "A window notifying you that the project was generated by an older Godot " "version may appear. Click *OK* to convert the project to your current Godot " "version." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:34 msgid "If it doesn't open immediately open the project from your project list." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:36 msgid "" "The start project contains an icon and two folders: ``art/`` and ``fonts/``. " "There, you will find the art assets and music we'll use in the game." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:41 msgid "" "There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that " "belong to these models, and a music track." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:45 msgid "Setting up the playable area" msgstr "Het speelbare gebied instellen" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:47 msgid "" "We're going to create our main scene with a plain :ref:`Node ` " "as its root. In the *Scene* dock, click the *Add Child Node* button " "represented by a \"+\" icon in the top-left and double-click on *Node*. Name " "the node ``Main``. An alternate method to rename the node is to right-click " "on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node " "to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS)." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:54 #, fuzzy msgid "" "Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` " "on macOS)." msgstr "" "Sla de scène op als ``main.tscn`` door op :kbd:`Ctrl + s` (:kbd:`Cmd + s` op " "macOS) te drukken." #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:56 msgid "" "We'll start by adding a floor that'll prevent the characters from falling. " "To create static colliders like the floor, walls, or ceilings, you can " "use :ref:`StaticBody3D ` nodes. They " "require :ref:`CollisionShape3D ` child nodes to " "define the collision area. With the ``Main`` node selected, add " "a :ref:`StaticBody3D ` node, then " "a :ref:`CollisionShape3D `. Rename " "the :ref:`StaticBody3D ` to ``Ground``." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:63 msgid "Your scene tree should look like this" msgstr "Je scèneboom hoort er zo uit te zien" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:67 msgid "" "A warning sign next to the :ref:`CollisionShape3D ` " "appears because we haven't defined its shape. If you click the icon, a popup " "appears to give you more information." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:72 msgid "" "To create a shape, select the :ref:`CollisionShape3D " "` node, head to the *Inspector* and click the " "** field next to the *Shape* property. Create a new *BoxShape3D*." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:77 msgid "" "The box shape is perfect for flat ground and walls. Its thickness makes it " "reliable to block even fast-moving objects." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:80 msgid "" "A box's wireframe appears in the viewport with three orange dots. You can " "click and drag these to edit the shape's extents interactively. We can also " "precisely set the size in the inspector. Click on the :ref:`BoxShape3D " "` to expand the resource. Set its *Size* to ``60`` on the " "X-axis, ``2`` for the Y-axis, and ``60`` for the Z-axis." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:89 msgid "" "Collision shapes are invisible. We need to add a visual floor that goes " "along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D " "` as its child." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:94 msgid "" "In the *Inspector*, click on the field next to *Mesh* and create " "a :ref:`BoxMesh ` resource to create a visible box." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:99 msgid "" "Once again, it's too small by default. Click the box icon to expand the " "resource and set its *Size* to ``60``, ``2``, and ``60``." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:104 msgid "" "You should see a wide grey slab that covers the grid and blue and red axes " "in the viewport." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:107 msgid "" "We're going to move the ground down so we can see the floor grid. To do " "this, the grid snapping feature can be used. Grid snapping can be activated " "2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or " "pressing the :kbd:`Y` key). The second is by selecting a node, dragging a " "handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to " "enable snapping as long as :kbd:`Ctrl` is held." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:114 msgid "" "Start by setting snapping with your preferred method. Then move the " "``Ground`` node using the Y-axis (the green arrow on the gizmo)." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:120 msgid "" "If you can't see the 3D object manipulator like on the image above, ensure " "the *Select Mode* is active in the toolbar above the view." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:125 msgid "" "Move the ground down ``1`` meter, in order to have a visible editor grid. A " "label in the bottom-left corner of the viewport tells you how much you're " "translating the node." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:132 msgid "" "Moving the *Ground* node down moves both children along with it. Ensure you " "move the *Ground* node, **not** the *MeshInstance3D* or the " "*CollisionShape3D*." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:136 msgid "Ultimately, ``Ground``'s transform.position.y should be -1" msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:140 msgid "" "Let's add a directional light so our scene isn't all grey. Select the " "``Main`` node and add a child node :ref:`DirectionalLight3D " "`." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:145 msgid "" "We need to move and rotate the :ref:`DirectionalLight3D " "` node. Move it up by clicking and dragging on the " "manipulator's green arrow and click and drag on the red arc to rotate it " "around the X-axis, until the ground is lit." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:150 msgid "In the *Inspector*, turn on *Shadow* by clicking the checkbox." msgstr "" #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:154 msgid "At this point, your project should look like this." msgstr "Nu hoort je project er ongeveer zo uit te zien." #: ../../docs/getting_started/first_3d_game/01.game_setup.rst:158 msgid "" "That's our starting point. In the next part, we will work on the player " "scene and base movement." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:4 msgid "Player scene and input actions" msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:6 msgid "" "In the next two lessons, we will design the player scene, register custom " "input actions, and code player movement. By the end, you'll have a playable " "character that moves in eight directions." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:10 msgid "" "Create a new scene by going to the **Scene** menu in the top-left and " "clicking **New Scene**." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:15 msgid "" "Click the **Other Node** button and select the ``CharacterBody3D`` node type " "to create a :ref:`CharacterBody3D ` as the root node." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:20 msgid "" "Rename the :ref:`CharacterBody3D ` to ``Player``. " "Character bodies are complementary to the area and rigid bodies used in the " "2D game tutorial. Like rigid bodies, they can move and collide with the " "environment, but instead of being controlled by the physics engine, **you** " "dictate their movement. You will see how we use the node's unique features " "when we code the jump and squash mechanics." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:29 msgid "" "To learn more about the different physics node types, see " "the :ref:`doc_physics_introduction`." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:32 msgid "" "For now, we're going to create a basic rig for our character's 3D model. " "This will allow us to rotate the model later via code while it plays an " "animation." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:35 msgid "" "Add a :ref:`Node3D ` node as a child of ``Player``. Select the " "``Player`` node in the **Scene** tree and click the \"**+**\" button to add " "a child node. Rename it to ``Pivot``." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:41 msgid "" "Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking " "it and drag and drop ``player.glb`` onto ``Pivot``." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:47 msgid "" "This should instantiate the model as a child of ``Pivot``. You can rename it " "to ``Character``." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:54 msgid "" "The ``.glb`` files contain 3D scene data based on the open source glTF 2.0 " "specification. They're a modern and powerful alternative to a proprietary " "format like FBX, which Godot also supports. To produce these files, we " "designed the model in `Blender 3D `__ and exported " "it to glTF." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:59 msgid "" "As with all kinds of physics nodes, we need a collision shape for our " "character to collide with the environment. Select the ``Player`` node again " "and add a child node :ref:`CollisionShape3D `. In " "the **Inspector**, on the **Shape** property, add a new :ref:`SphereShape3D " "`." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:66 msgid "The sphere's wireframe appears below the character." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:70 msgid "" "It will be the shape the physics engine uses to collide with the " "environment, so we want it to better fit the 3D model. Make it a bit larger " "by dragging the orange dot in the viewport. My sphere has a radius of about " "``0.8`` meters." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:74 msgid "" "Then, move the collision shape up so its bottom roughly aligns with the " "grid's plane." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:78 msgid "" "To make moving the shape easier, you can toggle the model's visibility by " "clicking the **eye icon** next to the ``Character`` or the ``Pivot`` nodes." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:83 #, fuzzy msgid "Save the scene as ``player.tscn``." msgstr "Sla de scène op als ``player.tscn``" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:85 msgid "" "With the nodes ready, we can almost get coding. But first, we need to define " "some input actions." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:91 msgid "Creating input actions" msgstr "Invoer acties maken" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:93 msgid "" "To move the character, we will listen to the player's input, like pressing " "the arrow keys. In Godot, while we could write all the key bindings in code, " "there's a powerful system that allows you to assign a label to a set of keys " "and buttons. This simplifies our scripts and makes them more readable." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:98 msgid "" "This system is the Input Map. To access its editor, head to the **Project** " "menu and select **Project Settings...**." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:103 msgid "" "At the top, there are multiple tabs. Click on **Input Map**. This window " "allows you to add new actions at the top; they are your labels. In the " "bottom part, you can bind keys to these actions." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:109 msgid "" "Godot projects come with some predefined actions designed for user interface " "design (see above screenshot). These will become visible if you enable the " "**Show Built-in Actions** toggle. We could use these here, but instead we're " "defining our own to support gamepads. Leave **Show Built-in Actions** " "disabled." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:114 msgid "" "We're going to name our actions ``move_left``, ``move_right``, " "``move_forward``, ``move_back``, and ``jump``." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:117 msgid "" "To add an action, write its name in the bar at the top and press Enter or " "click the **Add** button." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:121 msgid "Create the following five actions:" msgstr "Maak de volgende vijf acties:" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:125 msgid "" "To bind a key or button to an action, click the \"**+**\" button to its " "right. Do this for ``move_left``. Press the left arrow key and click **OK**." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:130 msgid "Bind also the :kbd:`A` key, onto the action ``move_left``." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:134 msgid "" "Let's now add support for a gamepad's left joystick. Click the \"**+**\" " "button again but this time, select the input within the input tree yourself. " "Select the negative X axis of the left joystick under **Joypad Axes**." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:140 msgid "Leave the other values as default and press **OK**." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:144 msgid "" "If you want controllers to have different input actions, you should use the " "Devices option in Additional Options. Device 0 corresponds to the first " "plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so " "on." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:146 msgid "" "Do the same for the other input actions. For example, bind the right arrow, " "D, and the left joystick's positive axis to ``move_right``. After binding " "all keys, your interface should look like this." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:152 msgid "" "The final action to set up is the ``jump`` action. Bind the Space key and " "the gamepad's A button located under **Joypad Buttons**." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:157 msgid "Your jump input action should look like this." msgstr "De spring input actie hoort er zo uit te zien." #: ../../docs/getting_started/first_3d_game/02.player_input.rst:161 msgid "" "That's all the actions we need for this game. You can use this menu to label " "any groups of keys and buttons in your projects." msgstr "" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:164 msgid "In the next part, we'll code and test the player's movement." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:4 msgid "Moving the player with code" msgstr "De speler door de code laten bewegen" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:6 msgid "" "It's time to code! We're going to use the input actions we created in the " "last part to move the character." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:20 msgid "" "Right-click the ``Player`` node and select *Attach Script* to add a new " "script to it. In the popup, set the *Template* to *Empty* before pressing " "the *Create* button. We set it to *Empty* because we want to write our own " "code for player movement." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:27 msgid "" "Let's start with the class's properties. We're going to define a movement " "speed, a fall acceleration representing gravity, and a velocity we'll use to " "move the character." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:62 msgid "" "These are common properties for a moving body. The ``target_velocity`` is " "a :ref:`3D vector ` combining a speed with a direction. Here, " "we define it as a property because we want to update and reuse its value " "across frames." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:68 msgid "" "The values are quite different from 2D code because distances are in meters. " "While in 2D, a thousand units (pixels) may only correspond to half of your " "screen's width, in 3D, it's a kilometer." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:72 msgid "" "Let's code the movement. We start by calculating the input direction vector " "using the global ``Input`` object, in ``_physics_process()``." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:122 msgid "" "Here, instead of ``_process()``, we're going to make all calculations using " "the ``_physics_process()`` virtual function. It's designed specifically for " "physics-related code like moving a kinematic or rigid body. It updates the " "node using fixed time intervals." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:128 msgid "" "To learn more about the difference between ``_process()`` and " "``_physics_process()``, see :ref:`doc_idle_and_physics_processing`." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:131 msgid "" "We start by initializing a ``direction`` variable to ``Vector3.ZERO``. Then, " "we check if the player is pressing one or more of the ``move_*`` inputs and " "update the vector's ``x`` and ``z`` components accordingly. These correspond " "to the ground plane's axes." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:136 msgid "" "These four conditions give us eight possibilities and eight possible " "directions." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:138 msgid "" "In case the player presses, say, both W and D simultaneously, the vector " "will have a length of about ``1.4``. But if they press a single key, it will " "have a length of ``1``. We want the vector's length to be consistent, and " "not move faster diagonally. To do so, we can call its ``normalized()`` " "method." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:168 msgid "" "Here, we only normalize the vector if the direction has a length greater " "than zero, which means the player is pressing a direction key." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:171 msgid "" "We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis " "` that looks in the ``direction`` direction." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:174 msgid "" "Then, we update the velocity. We have to calculate the ground velocity and " "the fall speed separately. Be sure to go back one tab so the lines are " "inside the ``_physics_process()`` function but outside the condition we just " "wrote above." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:223 msgid "" "The ``CharacterBody3D.is_on_floor()`` function returns ``true`` if the body " "collided with the floor in this frame. That's why we apply gravity to the " "``Player`` only while it is in the air." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:226 msgid "" "For the vertical velocity, we subtract the fall acceleration multiplied by " "the delta time every frame. This line of code will cause our character to " "fall in every frame, as long as it is not on or colliding with the floor." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:230 msgid "" "The physics engine can only detect interactions with walls, the floor, or " "other bodies during a given frame if movement and collisions happen. We will " "use this property later to code the jump." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:234 msgid "" "On the last line, we call ``CharacterBody3D.move_and_slide()`` which is a " "powerful method of the ``CharacterBody3D`` class that allows you to move a " "character smoothly. If it hits a wall midway through a motion, the engine " "will try to smooth it out for you. It uses the *velocity* value native to " "the :ref:`CharacterBody3D `" msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:246 msgid "And that's all the code you need to move the character on the floor." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:248 #, fuzzy msgid "Here is the complete ``player.gd`` code for reference." msgstr "Hier is het volledige ``sprite_2d.gd``-bestand ter referentie." #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:352 msgid "Testing our player's movement" msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:354 msgid "" "We're going to put our player in the ``Main`` scene to test it. To do so, we " "need to instantiate the player and then add a camera. Unlike in 2D, in 3D, " "you won't see anything if your viewport doesn't have a camera pointing at " "something." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:358 msgid "" "Save your ``Player`` scene and open the ``Main`` scene. You can click on the " "*Main* tab at the top of the editor to do so." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:363 msgid "" "If you closed the scene before, head to the *FileSystem* dock and double-" "click ``main.tscn`` to re-open it." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:366 msgid "" "To instantiate the ``Player``, right-click on the ``Main`` node and select " "*Instantiate Child Scene*." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:371 msgid "" "In the popup, double-click ``player.tscn``. The character should appear in " "the center of the viewport." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:375 msgid "Adding a camera" msgstr "De camera toevoegen" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:377 msgid "" "Let's add the camera next. Like we did with our *Player*\\ 's *Pivot*, we're " "going to create a basic rig. Right-click on the ``Main`` node again and " "select *Add Child Node*. Create a new :ref:`Marker3D `, and " "name it ``CameraPivot``. Select ``CameraPivot`` and add a child " "node :ref:`Camera3D ` to it. Your scene tree should look " "similar to this." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:383 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:44 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:64 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:48 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:30 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:36 #: ../../docs/community/asset_library/using_assetlib.rst:80 msgid "|image3|" msgstr "|image3|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:454 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:378 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:517 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 #: ../../docs/community/asset_library/using_assetlib.rst:189 msgid "image3" msgstr "image3" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:385 msgid "" "Notice the *Preview* checkbox that appears in the top-left of the 3D view " "when you have the *Camera* selected. You can click it to preview the in-game " "camera projection." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:388 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:47 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:52 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:73 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:54 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:35 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:41 #: ../../docs/community/asset_library/using_assetlib.rst:85 msgid "|image4|" msgstr "|image4|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:455 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:379 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:518 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 #: ../../docs/community/asset_library/using_assetlib.rst:190 msgid "image4" msgstr "image4" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:390 msgid "" "We're going to use the *Pivot* to rotate the camera as if it was on a crane. " "Let's first split the 3D view to be able to freely navigate the scene and " "see what the camera sees." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:394 msgid "" "In the toolbar right above the viewport, click on *View*, then *2 " "Viewports*. You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS)." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:397 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:91 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:195 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:96 #: ../../docs/community/asset_library/using_assetlib.rst:164 msgid "|image11|" msgstr "|image11|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:462 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 #: ../../docs/community/asset_library/using_assetlib.rst:197 msgid "image11" msgstr "image11" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:399 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:83 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:56 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:82 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:113 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:47 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:49 #: ../../docs/community/asset_library/using_assetlib.rst:89 msgid "|image5|" msgstr "|image5|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:456 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:380 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:519 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 #: ../../docs/community/asset_library/using_assetlib.rst:191 msgid "image5" msgstr "image5" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:401 msgid "" "On the bottom view, select your :ref:`Camera3D ` and turn on " "camera Preview by clicking the checkbox." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:404 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:87 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:61 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:90 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:52 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:55 #: ../../docs/community/asset_library/using_assetlib.rst:98 msgid "|image6|" msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:457 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:381 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 #: ../../docs/community/asset_library/using_assetlib.rst:192 msgid "image6" msgstr "image6" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:406 msgid "" "In the top view, make sure your *Camera3D* is selected and move the camera " "about ``19`` units on the Z axis (drag the blue arrow)." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:409 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:99 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:66 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:186 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:72 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:62 #: ../../docs/community/asset_library/using_assetlib.rst:124 msgid "|image7|" msgstr "|image7|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:458 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:382 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 #: ../../docs/community/asset_library/using_assetlib.rst:193 msgid "image7" msgstr "image7" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:411 msgid "" "Here's where the magic happens. Select the *CameraPivot* and rotate it " "``-45`` degrees around the X axis (using the red circle). You'll see the " "camera move as if it was attached to a crane." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:415 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:222 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:72 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:190 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:106 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:67 #: ../../docs/community/asset_library/using_assetlib.rst:132 msgid "|image8|" msgstr "|image8|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:459 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:383 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 #: ../../docs/community/asset_library/using_assetlib.rst:194 msgid "image8" msgstr "image8" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:417 #, fuzzy msgid "" "You can run the scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS) and " "press the arrow keys to move the character." msgstr "" "Start de scène en druk op de knop, de sprite zou moeten starten en stoppen." #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:420 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:227 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:77 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:194 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:167 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:83 #: ../../docs/community/asset_library/using_assetlib.rst:153 msgid "|image9|" msgstr "|image9|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:460 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:384 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 #: ../../docs/community/asset_library/using_assetlib.rst:195 msgid "image9" msgstr "image9" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:422 msgid "" "We can see some empty space around the character due to the perspective " "projection. In this game, we're going to use an orthographic projection " "instead to better frame the gameplay area and make it easier for the player " "to read distances." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:427 msgid "" "Select the *Camera* again and in the *Inspector*, set the *Projection* to " "*Orthogonal* and the *Size* to ``19``. The character should now look flatter " "and the ground should fill the background." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:433 msgid "" "When using an orthogonal camera in Godot 4, directional shadow quality is " "dependent on the camera's *Far* value. The higher the *Far* value, the " "further away the camera will be able to see. However, higher *Far* values " "also decrease shadow quality as the shadow rendering has to cover a greater " "distance." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:439 msgid "" "If directional shadows look too blurry after switching to an orthogonal " "camera, decrease the camera's *Far* property to a lower value such as " "``100``. Don't decrease this *Far* property too much, or objects in the " "distance will start disappearing." msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:444 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:231 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:87 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:199 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:191 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:91 #: ../../docs/community/asset_library/using_assetlib.rst:159 msgid "|image10|" msgstr "|image10|" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:461 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:385 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 #: ../../docs/community/asset_library/using_assetlib.rst:196 msgid "image10" msgstr "image10" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:446 msgid "" "Test your scene and you should be able to move in all 8 directions and not " "glitch through the floor!" msgstr "" #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:448 msgid "" "Ultimately, we have both player movement and the view in place. Next, we " "will work on the monsters." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:4 msgid "Designing the mob scene" msgstr "Een mob-scène ontwerpen" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:6 msgid "" "In this part, you're going to code the monsters, which we'll call mobs. In " "the next lesson, we'll spawn them randomly around the playable area." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:9 msgid "" "Let's design the monsters themselves in a new scene. The node structure is " "going to be similar to the ``player.tscn`` scene." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:12 msgid "" "Create a scene with, once again, a :ref:`CharacterBody3D " "` node as its root. Name it ``Mob``. Add a child " "node :ref:`Node3D `, name it ``Pivot``. And drag and drop the " "file ``mob.glb`` from the *FileSystem* dock onto the ``Pivot`` to add the " "monster's 3D model to the scene." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:19 msgid "You can rename the newly created ``mob`` node into ``Character``." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:24 msgid "" "We need a collision shape for our body to work. Right-click on the ``Mob`` " "node, the scene's root, and click *Add Child Node*." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:29 msgid "Add a :ref:`CollisionShape3D `." msgstr "Voeg een :ref:`CollisionShape3D ` toe." #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:34 msgid "In the *Inspector*, assign a *BoxShape3D* to the *Shape* property." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:38 msgid "" "We should change its size to fit the 3D model better. You can do so " "interactively by clicking and dragging on the orange dots." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:41 msgid "" "The box should touch the floor and be a little thinner than the model. " "Physics engines work in such a way that if the player's sphere touches even " "the box's corner, a collision will occur. If the box is a little too big " "compared to the 3D model, you may die at a distance from the monster, and " "the game will feel unfair to the players." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:49 msgid "" "Notice that my box is taller than the monster. It is okay in this game " "because we're looking at the scene from above and using a fixed perspective. " "Collision shapes don't have to match the model exactly. It's the way the " "game feels when you test it that should dictate their form and size." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:55 msgid "Removing monsters off-screen" msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:57 msgid "" "We're going to spawn monsters at regular time intervals in the game level. " "If we're not careful, their count could increase to infinity, and we don't " "want that. Each mob instance has both a memory and a processing cost, and we " "don't want to pay for it when the mob is outside the screen." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:62 msgid "" "Once a monster leaves the screen, we don't need it anymore, so we should " "delete it. Godot has a node that detects when objects leave the " "screen, :ref:`VisibleOnScreenNotifier3D `, " "and we're going to use it to destroy our mobs." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:68 msgid "" "When you keep instancing an object, there's a technique you can use to avoid " "the cost of creating and destroying instances all the time called pooling. " "It consists of pre-creating an array of objects and reusing them over and " "over." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:73 msgid "" "When working with GDScript, you don't need to worry about this. The main " "reason to use pools is to avoid freezes with garbage-collected languages " "like C# or Lua. GDScript uses a different technique to manage memory, " "reference counting, which doesn't have that caveat. You can learn more about " "that here: :ref:`doc_gdscript_basics_memory_management`." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:79 msgid "" "Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D " "`. Another box, pink this time, appears. " "When this box completely leaves the screen, the node will emit a signal." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:85 msgid "Resize it using the orange dots until it covers the entire 3D model." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:90 msgid "Coding the mob's movement" msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:92 msgid "" "Let's implement the monster's motion. We're going to do this in two steps. " "First, we'll write a script on the ``Mob`` that defines a function to " "initialize the monster. We'll then code the randomized spawn mechanism in " "the ``main.tscn`` scene and call the function from there." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:97 msgid "Attach a script to the ``Mob``." msgstr "Voeg een script aan de ``Mob`` toe." #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:101 msgid "" "Here's the movement code to start with. We define two properties, " "``min_speed`` and ``max_speed``, to define a random speed range, which we " "will later use to define ``CharacterBody3D.velocity``." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:139 msgid "" "Similarly to the player, we move the mob every frame by calling the function " "``CharacterBody3D.move_and_slide()``. This time, we don't update the " "``velocity`` every frame; we want the monster to move at a constant speed " "and leave the screen, even if it were to hit an obstacle." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:144 msgid "" "We need to define another function to calculate the " "``CharacterBody3D.velocity``. This function will turn the monster towards " "the player and randomize both its angle of motion and its velocity." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:148 msgid "" "The function will take a ``start_position``,the mob's spawn position, and " "the ``player_position`` as its arguments." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:151 msgid "" "We position the mob at ``start_position`` and turn it towards the player " "using the ``look_at_from_position()`` method, and randomize the angle by " "rotating a random amount around the Y axis. Below, ``randf_range()`` outputs " "a random value between ``-PI / 4`` radians and ``PI / 4`` radians." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:181 msgid "" "We got a random position, now we need a ``random_speed``. ``randi_range()`` " "will be useful as it gives random int values, and we will use ``min_speed`` " "and ``max_speed``. ``random_speed`` is just an integer, and we just use it " "to multiply our ``CharacterBody3D.velocity``. After ``random_speed`` is " "applied, we rotate ``CharacterBody3D.velocity`` Vector3 towards the player." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:214 msgid "Leaving the screen" msgstr "Het scherm verlaten" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:216 msgid "" "We still have to destroy the mobs when they leave the screen. To do so, " "we'll connect our :ref:`VisibleOnScreenNotifier3D " "` node's ``screen_exited`` signal to the " "``Mob``." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:219 #, fuzzy msgid "" "Head back to the 3D viewport by clicking on the *3D* label at the top of the " "editor. You can also press :kbd:`Ctrl + F2` (:kbd:`Opt + 2` on macOS)." msgstr "" "Ga terug naar de 2D werkruimte. Dit doe je door bovenaan het venster op de " "tekst \"2D\" te klikken, of :kbd:`Ctrl + F1` (:kbd:`Alt + 1` op macOS) in te " "toetsen." #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:224 msgid "" "Select the :ref:`VisibleOnScreenNotifier3D " "` node and on the right side of the " "interface, navigate to the *Node* dock. Double-click the ``screen_exited()`` " "signal." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:229 msgid "Connect the signal to the ``Mob``" msgstr "Verbind het signaal met het ``Wezen (Mob)``" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:233 msgid "" "This will add a new function for you in your mob script, " "``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " "``queue_free()`` method. This function destroys the instance it's called on." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:252 msgid "" "Our monster is ready to enter the game! In the next part, you will spawn " "monsters in the game level." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:255 #, fuzzy msgid "Here is the complete ``mob.gd`` script for reference." msgstr "Hier is het volledige ``sprite_2d.gd``-bestand ter referentie." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:4 msgid "Spawning monsters" msgstr "Monsters laten verschijnen" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:6 msgid "" "In this part, we're going to spawn monsters along a path randomly. By the " "end, you will have monsters roaming the game board." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:11 msgid "" "Double-click on ``main.tscn`` in the *FileSystem* dock to open the ``Main`` " "scene." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:13 msgid "" "Before drawing the path, we're going to change the game resolution. Our game " "has a default window size of ``1152x648``. We're going to set it to " "``720x540``, a nice little box." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:17 msgid "Go to *Project -> Project Settings*." msgstr "Ga naar *Project -> Projectinstellingen*." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:21 msgid "If you still have *Input Map* open, switch to the *General* tab." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:23 msgid "" "In the left menu, navigate down to *Display -> Window*. On the right, set " "the *Viewport Width* to ``720`` and the *Viewport Height* to ``540``." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:29 msgid "Creating the spawn path" msgstr "Het verschijningspad maken" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:31 msgid "" "Like you did in the 2D game tutorial, you're going to design a path and use " "a :ref:`PathFollow3D ` node to sample random locations " "on it." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:34 msgid "" "In 3D though, it's a bit more complicated to draw the path. We want it to be " "around the game view so monsters appear right outside the screen. But if we " "draw a path, we won't see it from the camera preview." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:38 msgid "" "To find the view's limits, we can use some placeholder meshes. Your viewport " "should still be split into two parts, with the camera preview at the bottom. " "If that isn't the case, press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS) to " "split the view into two. Select the :ref:`Camera3D ` node " "and click the *Preview* checkbox in the bottom viewport." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:47 msgid "Adding placeholder cylinders" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:49 msgid "" "Let's add the placeholder meshes. Add a new :ref:`Node3D ` as " "a child of the ``Main`` node and name it ``Cylinders``. We'll use it to " "group the cylinders. Select ``Cylinders`` and add a child " "node :ref:`MeshInstance3D `" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:54 msgid "In the *Inspector*, assign a *CylinderMesh* to the *Mesh* property." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:58 msgid "" "Set the top viewport to the top orthogonal view using the menu in the " "viewport's top-left corner. Alternatively, you can press the keypad's 7 key." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:63 msgid "" "The grid may be distracting. You can toggle it by going to the *View* menu " "in the toolbar and clicking *View Grid*." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:68 msgid "" "You now want to move the cylinder along the ground plane, looking at the " "camera preview in the bottom viewport. I recommend using grid snap to do so. " "You can toggle it by clicking the magnet icon in the toolbar or pressing Y." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:74 msgid "" "Move the cylinder so it's right outside the camera's view in the top-left " "corner." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:79 msgid "" "We're going to create copies of the mesh and place them around the game " "area. Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate the node. " "You can also right-click the node in the *Scene* dock and select " "*Duplicate*. Move the copy down along the blue Z axis until it's right " "outside the camera's preview." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:84 msgid "" "Select both cylinders by pressing the :kbd:`Shift` key and clicking on the " "unselected one and duplicate them." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:89 msgid "Move them to the right by dragging the red X axis." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:93 msgid "" "They're a bit hard to see in white, aren't they? Let's make them stand out " "by giving them a new material." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:96 msgid "" "In 3D, materials define a surface's visual properties like its color, how it " "reflects light, and more. We can use them to change the color of a mesh." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:99 msgid "" "We can update all four cylinders at once. Select all the mesh instances in " "the *Scene* dock. To do so, you can click on the first one and Shift click " "on the last one." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:103 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:200 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:109 #: ../../docs/community/asset_library/using_assetlib.rst:172 msgid "|image12|" msgstr "|image12|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 #: ../../docs/community/asset_library/using_assetlib.rst:198 msgid "image12" msgstr "image12" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:105 msgid "" "In the *Inspector*, expand the *Material* section and assign " "a :ref:`StandardMaterial3D ` to slot *0*." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:107 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:214 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:118 #: ../../docs/community/asset_library/using_assetlib.rst:179 msgid "|image13|" msgstr "|image13|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 #: ../../docs/community/asset_library/using_assetlib.rst:199 msgid "image13" msgstr "image13" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:109 msgid "" "Click the sphere icon to open the material resource. You get a preview of " "the material and a long list of sections filled with properties. You can use " "these to create all sorts of surfaces, from metal to rock or water." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:113 msgid "Expand the *Albedo* section." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:117 msgid "" "Set the color to something that contrasts with the background, like a bright " "orange." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:120 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:221 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:137 #: ../../docs/community/asset_library/using_assetlib.rst:126 msgid "|image14|" msgstr "|image14|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:360 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 #: ../../docs/community/asset_library/using_assetlib.rst:200 msgid "image14" msgstr "image14" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:122 msgid "" "We can now use the cylinders as guides. Fold them in the *Scene* dock by " "clicking the grey arrow next to them. Moving forward, you can also toggle " "their visibility by clicking the eye icon next to *Cylinders*." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:126 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:310 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:148 msgid "|image15|" msgstr "|image15|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:361 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:631 msgid "image15" msgstr "image15" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:128 msgid "" "Add a child node :ref:`Path3D ` to ``Main`` node. In the " "toolbar, four icons appear. Click the *Add Point* tool, the icon with the " "green \"+\" sign." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:131 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:315 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:153 msgid "|image16|" msgstr "|image16|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:362 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:632 msgid "image16" msgstr "image16" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:133 msgid "You can hover any icon to see a tooltip describing the tool." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:135 msgid "" "Click in the center of each cylinder to create a point. Then, click the " "*Close Curve* icon in the toolbar to close the path. If any point is a bit " "off, you can click and drag on it to reposition it." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:139 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:322 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:159 msgid "|image17|" msgstr "|image17|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:363 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:633 msgid "image17" msgstr "image17" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:141 msgid "Your path should look like this." msgstr "Jouw pad hoort er zo uit te zien." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:143 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:333 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:166 msgid "|image18|" msgstr "|image18|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:364 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:634 msgid "image18" msgstr "image18" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:145 msgid "" "To sample random positions on it, we need a :ref:`PathFollow3D " "` node. Add a :ref:`PathFollow3D ` " "as a child of the ``Path3D``. Rename the two nodes to ``SpawnLocation`` and " "``SpawnPath``, respectively. It's more descriptive of what we'll use them " "for." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:149 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:342 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:170 msgid "|image19|" msgstr "|image19|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:365 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:635 msgid "image19" msgstr "image19" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:151 msgid "With that, we're ready to code the spawn mechanism." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:154 msgid "Spawning monsters randomly" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:156 msgid "Right-click on the ``Main`` node and attach a new script to it." msgstr "" "Druk met de rechtermuisknop op de ``Main`` knoop en voeg een nieuw script " "toe vanuit het contextmenu." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:158 msgid "" "We first export a variable to the *Inspector* so that we can assign " "``mob.tscn`` or any other monster to it." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:180 msgid "" "We want to spawn mobs at regular time intervals. To do this, we need to go " "back to the scene and add a timer. Before that, though, we need to assign " "the ``mob.tscn`` file to the ``mob_scene`` property above (otherwise it's " "null!)" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:184 msgid "" "Head back to the 3D screen and select the ``Main`` node. Drag ``mob.tscn`` " "from the *FileSystem* dock to the *Mob Scene* slot in the *Inspector*." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:187 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:348 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:174 msgid "|image20|" msgstr "|image20|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:366 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:636 msgid "image20" msgstr "image20" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:189 msgid "" "Add a new :ref:`Timer ` node as a child of ``Main``. Name it " "``MobTimer``." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:191 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:198 msgid "|image21|" msgstr "|image21|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:367 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:637 msgid "image21" msgstr "image21" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:193 msgid "" "In the *Inspector*, set its *Wait Time* to ``0.5`` seconds and turn on " "*Autostart* so it automatically starts when we run the game." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:196 msgid "|image22|" msgstr "|image22|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:368 msgid "image22" msgstr "image22" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:198 msgid "" "Timers emit a ``timeout`` signal every time they reach the end of their " "*Wait Time*. By default, they restart automatically, emitting the signal in " "a cycle. We can connect to this signal from the *Main* node to spawn " "monsters every ``0.5`` seconds." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:203 msgid "" "With the *MobTimer* still selected, head to the *Node* dock on the right, " "and double-click the ``timeout`` signal." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:206 msgid "|image23|" msgstr "|image23|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:369 msgid "image23" msgstr "image23" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:208 msgid "Connect it to the *Main* node." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:210 msgid "|image24|" msgstr "|image24|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:370 msgid "image24" msgstr "image24" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:212 msgid "" "This will take you back to the script, with a new empty " "``_on_mob_timer_timeout()`` function." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:215 msgid "Let's code the mob spawning logic. We're going to:" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:217 msgid "Instantiate the mob scene." msgstr "Instantieër de wezen scène." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:218 msgid "Sample a random position on the spawn path." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:219 msgid "Get the player's position." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:220 msgid "" "Call the mob's ``initialize()`` method, passing it the random position and " "the player's position." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:222 msgid "Add the mob as a child of the *Main* node." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:264 msgid "" "Above, ``randf()`` produces a random value between ``0`` and ``1``, which is " "what the *PathFollow* node's ``progress_ratio`` expects: 0 is the start of " "the path, 1 is the end of the path. The path we have set is around the " "camera's viewport, so any random value between 0 and 1 is a random position " "alongside the edges of the viewport!" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:270 msgid "" "Note that if you remove the ``Player`` from the main scene, the following " "line" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:282 msgid "gives an error because there is no $Player!" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:284 msgid "Here is the complete ``main.gd`` script so far, for reference." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:338 #, fuzzy msgid "" "You can test the scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS). You " "should see the monsters spawn and move in a straight line." msgstr "" "Speel het spel door op :kbd: `F5`(:kbd:`Cmd + B` op macOS) te drukken. Je " "zou een vallende bal moeten zien." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:341 msgid "|image25|" msgstr "|image25|" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:371 msgid "image25" msgstr "image25" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:343 msgid "" "For now, they bump and slide against one another when their paths cross. " "We'll address this in the next part." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:4 msgid "Jumping and squashing monsters" msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:6 msgid "" "In this part, we'll add the ability to jump and squash the monsters. In the " "next lesson, we'll make the player die when a monster hits them on the " "ground." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:9 msgid "" "First, we have to change a few settings related to physics interactions. " "Enter the world of :ref:`physics layers " "`." msgstr "" "Eerst zullen er enkele instellingen aangepast moeten worden, deze gaan over " "de fysieke interacties en :ref:`fysieke lagen " "`." #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:14 msgid "Controlling physics interactions" msgstr "Fysieke interacties regelen" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:16 msgid "" "Physics bodies have access to two complementary properties: layers and " "masks. Layers define on which physics layer(s) an object is." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:19 msgid "" "Masks control the layers that a body will listen to and detect. This affects " "collision detection. When you want two bodies to interact, you need at least " "one to have a mask corresponding to the other." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:23 msgid "If that's confusing, don't worry, we'll see three examples in a second." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:25 msgid "" "The important point is that you can use layers and masks to filter physics " "interactions, control performance, and remove the need for extra conditions " "in your code." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:29 msgid "" "By default, all physics bodies and areas are set to both layer and mask " "``1``. This means they all collide with each other." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:32 msgid "" "Physics layers are represented by numbers, but we can give them names to " "keep track of what's what." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:36 msgid "Setting layer names" msgstr "Laagnamen aanpassen" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:38 msgid "" "Let's give our physics layers a name. Go to *Project -> Project Settings*." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:42 msgid "" "In the left menu, navigate down to *Layer Names -> 3D Physics*. You can see " "a list of layers with a field next to each of them on the right. You can set " "their names there. Name the first three layers *player*, *enemies*, and " "*world*, respectively." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:49 msgid "Now, we can assign them to our physics nodes." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:52 msgid "Assigning layers and masks" msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:54 msgid "" "In the *Main* scene, select the ``Ground`` node. In the *Inspector*, expand " "the *Collision* section. There, you can see the node's layers and masks as a " "grid of buttons." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:60 msgid "" "The ground is part of the world, so we want it to be part of the third " "layer. Click the lit button to toggle **off** the first *Layer* and toggle " "**on** the third one. Then, toggle **off** the *Mask* by clicking on it." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:66 msgid "" "As mentioned before, the *Mask* property allows a node to listen to " "interaction with other physics objects, but we don't need it to have " "collisions. ``Ground`` doesn't need to listen to anything; it's just there " "to prevent creatures from falling." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:70 msgid "" "Note that you can click the \"...\" button on the right side of the " "properties to see a list of named checkboxes." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:75 msgid "" "Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-" "clicking the file in the *FileSystem* dock." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:78 msgid "" "Select the *Player* node and set its *Collision -> Mask* to both \"enemies\" " "and \"world\". You can leave the default *Layer* property as it is, because " "the first layer is the \"player\" layer." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:84 msgid "" "Then, open the *Mob* scene by double-clicking on ``mob.tscn`` and select the " "``Mob`` node." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:87 msgid "" "Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> " "Mask*, leaving the mask empty." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:92 msgid "" "These settings mean the monsters will move through one another. If you want " "the monsters to collide with and slide against each other, turn **on** the " "\"enemies\" mask." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:98 msgid "" "The mobs don't need to mask the \"world\" layer because they only move on " "the XZ plane. We don't apply any gravity to them by design." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:102 msgid "Jumping" msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:104 msgid "" "The jumping mechanic itself requires only two lines of code. Open the " "*Player* script. We need a value to control the jump's strength and update " "``_physics_process()`` to code the jump." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:108 msgid "" "After the line that defines ``fall_acceleration``, at the top of the script, " "add the ``jump_impulse``." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:127 msgid "" "Inside ``_physics_process()``, add the following code before the " "``move_and_slide()`` codeblock." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:156 msgid "That's all you need to jump!" msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:158 msgid "" "The ``is_on_floor()`` method is a tool from the ``CharacterBody3D`` class. " "It returns ``true`` if the body collided with the floor in this frame. " "That's why we apply gravity to the *Player*: so we collide with the floor " "instead of floating over it like the monsters." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:163 msgid "" "If the character is on the floor and the player presses \"jump\", we " "instantly give them a lot of vertical speed. In games, you really want " "controls to be responsive and giving instant speed boosts like these, while " "unrealistic, feels great." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:168 msgid "" "Notice that the Y axis is positive upwards. That's unlike 2D, where the Y " "axis is positive downwards." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:172 msgid "Squashing monsters" msgstr "Monsters verpletteren" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:174 msgid "" "Let's add the squash mechanic next. We're going to make the character bounce " "over monsters and kill them at the same time." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:177 msgid "" "We need to detect collisions with a monster and to differentiate them from " "collisions with the floor. To do so, we can use Godot's :ref:`group " "` tagging feature." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:181 msgid "" "Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the " "*Node* dock on the right to see a list of signals. The *Node* dock has two " "tabs: *Signals*, which you've already used, and *Groups*, which allows you " "to assign tags to nodes. Click on the *+* button to open the *Create new " "Group* dialog." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:188 msgid "Enter \"mob\" in the *Name* field and click the *Ok* button." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:192 msgid "The \"mob\" group is now shown under the *Scene Groups* section." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:196 msgid "" "An icon appears in the *Scene* dock to indicate the node is part of at least " "one group." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:201 msgid "" "We can now use the group from the code to distinguish collisions with " "monsters from collisions with the floor." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:205 msgid "Coding the squash mechanic" msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:207 msgid "Head back to the *Player* script to code the squash and bounce." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:209 msgid "" "At the top of the script, we need another property, ``bounce_impulse``. When " "squashing an enemy, we don't necessarily want the character to go as high up " "as when jumping." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:228 msgid "" "Then, after the **Jumping** codeblock we added above in " "``_physics_process()``, add the following loop. With ``move_and_slide()``, " "Godot makes the body move sometimes multiple times in a row to smooth out " "the character's motion. So we have to loop over all collisions that may have " "happened." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:233 msgid "" "In every iteration of the loop, we check if we landed on a mob. If so, we " "kill it and bounce." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:236 msgid "" "With this code, if no collisions occurred on a given frame, the loop won't " "run." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:298 msgid "That's a lot of new functions. Here's some more information about them." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:300 msgid "" "The functions ``get_slide_collision_count()`` and ``get_slide_collision()`` " "both come from the :ref:`CharacterBody3D ` class and " "are related to ``move_and_slide()``." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:304 msgid "" "``get_slide_collision()`` returns " "a :ref:`KinematicCollision3D` object that holds " "information about where and how the collision occurred. For example, we use " "its ``get_collider`` property to check if we collided with a \"mob\" by " "calling ``is_in_group()`` on it: " "``collision.get_collider().is_in_group(\"mob\")``." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:312 msgid "" "The method ``is_in_group()`` is available on every :ref:`Node`." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:314 msgid "" "To check that we are landing on the monster, we use the vector dot product: " "``Vector3.UP.dot(collision.get_normal()) > 0.1``. The collision normal is a " "3D vector that is perpendicular to the plane where the collision occurred. " "The dot product allows us to compare it to the up direction." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:319 msgid "" "With dot products, when the result is greater than ``0``, the two vectors " "are at an angle of fewer than 90 degrees. A value higher than ``0.1`` tells " "us that we are roughly above the monster." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:323 msgid "" "After handling the squash and bounce logic, we terminate the loop early via " "the ``break`` statement to prevent further duplicate calls to " "``mob.squash()``, which may otherwise result in unintended bugs such as " "counting the score multiple times for one kill." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:327 msgid "" "We are calling one undefined function, ``mob.squash()``, so we have to add " "it to the Mob class." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:330 msgid "" "Open the script ``mob.gd`` by double-clicking on it in the *FileSystem* " "dock. At the top of the script, we want to define a new signal named " "``squashed``. And at the bottom, you can add the squash function, where we " "emit the signal and destroy the mob." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:366 msgid "" "When using C#, Godot will create the appropriate events automatically for " "all Signals ending with `EventHandler`, see :ref:`C# Signals " "`." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 msgid "We will use the signal to add points to the score in the next lesson." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 msgid "" "With that, you should be able to kill monsters by jumping on them. You can " "press :kbd:`F5` to try the game and set ``main.tscn`` as your project's main " "scene." msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 msgid "However, the player won't die yet. We'll work on that in the next part." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:4 msgid "Killing the player" msgstr "De speler doden" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:6 msgid "" "We can kill enemies by jumping on them, but the player still can't die. " "Let's fix this." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:9 msgid "" "We want to detect being hit by an enemy differently from squashing them. We " "want the player to die when they're moving on the floor, but not if they're " "in the air. We could use vector math to distinguish the two kinds of " "collisions. Instead, though, we will use an :ref:`Area3D ` " "node, which works well for hitboxes." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:16 msgid "Hitbox with the Area node" msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:18 msgid "" "Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D " "`. Name it ``MobDetector`` Add a :ref:`CollisionShape3D " "` node as a child of it." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:24 msgid "In the *Inspector*, assign a cylinder shape to it." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:28 msgid "" "Here is a trick you can use to make the collisions only happen when the " "player is on the ground or close to it. You can reduce the cylinder's height " "and move it up to the top of the character. This way, when the player jumps, " "the shape will be too high up for the enemies to collide with it." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:36 msgid "" "You also want the cylinder to be wider than the sphere. This way, the player " "gets hit before colliding and being pushed on top of the monster's collision " "box." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:40 msgid "The wider the cylinder, the more easily the player will get killed." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:42 msgid "" "Next, select the ``MobDetector`` node again, and in the *Inspector*, turn " "**off** its *Monitorable* property. This makes it so other physics nodes " "cannot detect the area. The complementary *Monitoring* property allows it to " "detect collisions. Then, remove the *Collision -> Layer* and set the mask to " "the \"enemies\" layer." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:50 msgid "" "When areas detect a collision, they emit signals. We're going to connect one " "to the ``Player`` node. Select ``MobDetector`` and go to *Inspector*'s " "*Node* tab, double-click the ``body_entered`` signal and connect it to the " "``Player``" msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:56 msgid "" "The *MobDetector* will emit ``body_entered`` when a :ref:`CharacterBody3D " "` or a :ref:`RigidBody3D ` node " "enters it. As it only masks the \"enemies\" physics layers, it will only " "detect the ``Mob`` nodes." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:60 msgid "" "Code-wise, we're going to do two things: emit a signal we'll later use to " "end the game and destroy the player. We can wrap these operations in a " "``die()`` function that helps us put a descriptive label on the code." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:104 msgid "Ending the game" msgstr "Het spel eindigen" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:106 msgid "" "We can use the ``Player``\\ 's ``hit`` signal to end the game. All we need " "to do is connect it to the ``Main`` node and stop the ``MobTimer`` in " "reaction." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:110 msgid "" "Open ``main.tscn``, select the ``Player`` node, and in the *Node* dock, " "connect its ``hit`` signal to the ``Main`` node." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:115 msgid "Get the timer, and stop it, in the ``_on_player_hit()`` function." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:131 msgid "" "If you try the game now, the monsters will stop spawning when you die, and " "the remaining ones will leave the screen." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:134 msgid "" "Notice also that the game no longer crashes or displays an error when the " "player dies. Because we are stopping the MobTimer, it no longer triggers the " "``_on_mob_timer_timeout()`` function." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:137 msgid "" "Also note that the enemy colliding with the player and dying depends on the " "size and position of the ``Player`` and the ``Mob``\\ 's collision shapes. " "You may need to move them and resize them to achieve a tight game feel." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:141 msgid "" "You can pat yourself on the back: you prototyped a complete 3D game, even if " "it's still a bit rough." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:144 msgid "" "From there, we'll add a score, the option to retry the game, and you'll see " "how you can make the game feel much more alive with minimalistic animations." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:149 msgid "Code checkpoint" msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:151 msgid "" "Here are the complete scripts for the ``Main``, ``Mob``, and ``Player`` " "nodes, for reference. You can use them to compare and check your code." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:154 msgid "Starting with ``main.gd``." msgstr "Beginnen bij ``main.gd``." #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:216 msgid "Next is ``mob.gd``." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:311 msgid "Finally, the longest script, ``player.gd``:" msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:512 msgid "See you in the next lesson to add the score and the retry option." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:4 msgid "Score and replay" msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:6 msgid "" "In this part, we'll add the score, music playback, and the ability to " "restart the game." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:9 msgid "" "We have to keep track of the current score in a variable and display it on " "screen using a minimal interface. We will use a text label to do that." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:12 msgid "" "In the main scene, add a new child node :ref:`Control ` to " "``Main`` and name it ``UserInterface``. Ensure you are on the 2D screen, " "where you can edit your User Interface (UI)." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:15 msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:19 msgid "" "In the *Inspector*, set the *Label*'s *Text* to a placeholder like \"Score: " "0\"." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:23 msgid "" "Also, the text is white by default, like our game's background. We need to " "change its color to see it at runtime." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:26 msgid "" "Scroll down to *Theme Overrides*, and expand *Colors* and enable *Font " "Color* in order to tint the text to black (which contrasts well with the " "white 3D scene)" msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:32 msgid "" "Finally, click and drag on the text in the viewport to move it away from the " "top-left corner." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:37 msgid "" "The ``UserInterface`` node allows us to group our UI in a branch of the " "scene tree and use a theme resource that will propagate to all its children. " "We'll use it to set our game's font." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:42 msgid "Creating a UI theme" msgstr "Een UI thema maken" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:44 msgid "" "Once again, select the ``UserInterface`` node. In the *Inspector*, create a " "new theme resource in *Theme -> Theme*." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:49 msgid "" "Click on it to open the theme editor In the bottom panel. It gives you a " "preview of how all the built-in UI widgets will look with your theme " "resource." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:54 msgid "" "By default, a theme only has a few properties: *Default Base Scale*, " "*Default Font* and *Default Font Size*." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:59 msgid "" "You can add more properties to the theme resource to design complex user " "interfaces, but that is beyond the scope of this series. To learn more about " "creating and editing themes, see :ref:`doc_gui_skinning`." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:63 msgid "" "The *Default Font* expects a font file like the ones you have on your " "computer. Two common font file formats are TrueType Font (TTF) and OpenType " "Font (OTF)." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:66 msgid "" "In the *FileSystem* dock, expand the ``fonts`` directory and click and drag " "the ``Montserrat-Medium.ttf`` file we included in the project onto the " "*Default Font*. The text will reappear in the theme preview." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:70 msgid "" "The text is a bit small. Set the *Default Font Size* to ``22`` pixels to " "increase the text's size." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:75 msgid "Keeping track of the score" msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:77 msgid "" "Let's work on the score next. Attach a new script to the ``ScoreLabel`` and " "define the ``score`` variable." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:96 msgid "" "The score should increase by ``1`` every time we squash a monster. We can " "use their ``squashed`` signal to know when that happens. However, because we " "instantiate monsters from the code, we cannot connect the mob signal to the " "``ScoreLabel`` via the editor." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:100 msgid "" "Instead, we have to make the connection from the code every time we spawn a " "monster." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:103 msgid "" "Open the script ``main.gd``. If it's still open, you can click on its name " "in the script editor's left column." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:108 msgid "" "Alternatively, you can double-click the ``main.gd`` file in the *FileSystem* " "dock." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:111 msgid "" "At the bottom of the ``_on_mob_timer_timeout()`` function, add the following " "line:" msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:131 msgid "" "This line means that when the mob emits the ``squashed`` signal, the " "``ScoreLabel`` node will receive it and call the function " "``_on_mob_squashed()``." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:134 msgid "" "Head back to the ``score_label.gd`` script to define the " "``_on_mob_squashed()`` callback function." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:137 msgid "There, we increment the score and update the displayed text." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:154 msgid "" "The second line uses the value of the ``score`` variable to replace the " "placeholder ``%s``. When using this feature, Godot automatically converts " "values to string text, which is convenient when outputting text in labels or " "when using the ``print()`` function." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:161 msgid "" "You can learn more about string formatting here: :ref:`doc_gdscript_printf`. " "In C#, consider using `string interpolation with \"$\" `_." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:164 msgid "" "You can now play the game and squash a few enemies to see the score increase." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:171 msgid "" "In a complex game, you may want to completely separate your user interface " "from the game world. In that case, you would not keep track of the score on " "the label. Instead, you may want to store it in a separate, dedicated " "object. But when prototyping or when your project is simple, it is fine to " "keep your code simple. Programming is always a balancing act." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:178 msgid "Retrying the game" msgstr "Het spel opnieuw proberen" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:180 msgid "" "We'll now add the ability to play again after dying. When the player dies, " "we'll display a message on the screen and wait for input." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:183 msgid "" "Head back to the ``main.tscn`` scene, select the ``UserInterface`` node, add " "a child node :ref:`ColorRect `, and name it ``Retry``. This " "node fills a rectangle with a uniform color and will serve as an overlay to " "darken the screen." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:188 msgid "" "To make it span over the whole viewport, you can use the *Anchor Preset* " "menu in the toolbar." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:193 msgid "Open it and apply the *Full Rect* command." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:197 msgid "" "Nothing happens. Well, almost nothing; only the four green pins move to the " "corners of the selection box." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:202 msgid "" "This is because UI nodes (all the ones with a green icon) work with anchors " "and margins relative to their parent's bounding box. Here, the " "``UserInterface`` node has a small size and the ``Retry`` one is limited by " "it." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:206 msgid "" "Select the ``UserInterface`` and apply *Anchor Preset -> Full Rect* to it as " "well. The ``Retry`` node should now span the whole viewport." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:209 msgid "" "Let's change its color so it darkens the game area. Select ``Retry`` and in " "the *Inspector*, set its *Color* to something both dark and transparent. To " "do so, in the color picker, drag the *A* slider to the left. It controls the " "color's Alpha channel, that is to say, its opacity/transparency." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:216 msgid "" "Next, add a :ref:`Label ` as a child of ``Retry`` and give it " "the *Text* \"Press Enter to retry.\" To move it and anchor it in the center " "of the screen, apply *Anchor Preset -> Center* to it." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:224 msgid "Coding the retry option" msgstr "Opnieuw starten coderen" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:226 msgid "" "We can now head to the code to show and hide the ``Retry`` node when the " "player dies and plays again." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:229 msgid "" "Open the script ``main.gd``. First, we want to hide the overlay at the start " "of the game. Add this line to the ``_ready()`` function." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:245 msgid "Then, when the player gets hit, we show the overlay." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:262 msgid "" "Finally, when the ``Retry`` node is visible, we need to listen to the " "player's input and restart the game if they press enter. To do this, we use " "the built-in ``_unhandled_input()`` callback, which is triggered on any " "input." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:266 msgid "" "If the player pressed the predefined ``ui_accept`` input action and " "``Retry`` is visible, we reload the current scene." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:288 msgid "" "The function ``get_tree()`` gives us access to the global :ref:`SceneTree " "` object, which allows us to reload and restart the current " "scene." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:293 msgid "Adding music" msgstr "Muziek toevoegen" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:295 msgid "" "To add music that plays continuously in the background, we're going to use " "another feature in Godot: :ref:`autoloads `." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:298 msgid "" "To play audio, all you need to do is add an :ref:`AudioStreamPlayer " "` node to your scene and attach an audio file to " "it. When you start the scene, it can play automatically. However, when you " "reload the scene, like we do to play again, the audio nodes are also reset, " "and the music starts back from the beginning." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:303 msgid "" "You can use the autoload feature to have Godot load a node or a scene " "automatically at the start of the game, outside the current scene. You can " "also use it to create globally accessible objects." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:307 msgid "" "Create a new scene by going to the *Scene* menu and clicking *New Scene* or " "by using the *+* icon next to your currently opened scene." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:312 msgid "" "Click the *Other Node* button to create an :ref:`AudioStreamPlayer " "` and rename it to ``MusicPlayer``." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:317 msgid "" "We included a music soundtrack in the ``art/`` directory, ``House In a " "Forest Loop.ogg``. Click and drag it onto the *Stream* property in the " "*Inspector*. Also, turn on *Autoplay* so the music plays automatically at " "the start of the game." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:324 #, fuzzy msgid "Save the scene as ``music_player.tscn``." msgstr "Sla de scène op als ``MusicPlayer.tscn``." #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:326 msgid "" "We have to register it as an autoload. Head to the *Project -> Project " "Settings…* menu and click on the *Globals -> Autoload* tab." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:329 msgid "" "In the *Path* field, you want to enter the path to your scene. Click the " "folder icon to open the file browser and double-click on " "``music_player.tscn``. Then, click the *Add* button on the right to register " "the node." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:335 msgid "" "``music_player.tscn`` now loads into any scene you open or play. So if you " "run the game now, the music will play automatically in any scene." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:338 msgid "" "Before we wrap up this lesson, here's a quick look at how it works under the " "hood. When you run the game, your *Scene* dock changes to give you two tabs: " "*Remote* and *Local*." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:344 msgid "" "The *Remote* tab allows you to visualize the node tree of your running game. " "There, you will see the *Main* node and everything the scene contains and " "the instantiated mobs at the bottom." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:350 msgid "" "At the top are the autoloaded ``MusicPlayer`` and a *root* node, which is " "your game's viewport." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:353 msgid "" "And that does it for this lesson. In the next part, we'll add an animation " "to make the game both look and feel much nicer." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:356 msgid "Here is the complete ``main.gd`` script for reference." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:4 msgid "Character animation" msgstr "Karakter animatie" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:6 msgid "" "In this final lesson, we'll use Godot's built-in animation tools to make our " "characters float and flap. You'll learn to design animations in the editor " "and use code to make your game feel alive." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:12 msgid "We'll start with an introduction to using the animation editor." msgstr "" "We zullen starten met een introductie voor het gebruik van de animatie " "editor." #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:15 msgid "Using the animation editor" msgstr "Met de animatie editor" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:17 msgid "" "The engine comes with tools to author animations in the editor. You can then " "use the code to play and control them at runtime." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:20 msgid "" "Open the player scene, select the ``Player`` node, and add " "an :ref:`AnimationPlayer ` node." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:22 msgid "The *Animation* dock appears in the bottom panel." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:26 msgid "" "It features a toolbar and the animation drop-down menu at the top, a track " "editor in the middle that's currently empty, and filter, snap, and zoom " "options at the bottom." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:30 msgid "Let's create an animation. Click on *Animation -> New*." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:34 msgid "Name the animation \"float\"." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:38 msgid "" "Once you've created the animation, the timeline appears with numbers " "representing time in seconds." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:43 msgid "" "We want the animation to start playback automatically at the start of the " "game. Also, it should loop." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:46 msgid "" "To do so, you can click the autoplay button (|Autoplay|) in the animation " "toolbar and the looping arrows, respectively." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:641 #, fuzzy msgid "Autoplay" msgstr "Automatisch Laden" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:51 msgid "" "You can also pin the animation editor by clicking the pin icon in the top-" "right. This prevents it from folding when you click on the viewport and " "deselect the nodes." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:57 msgid "" "Set the animation duration to ``1.2`` seconds in the top-right of the dock." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:59 msgid "" "You should see the gray ribbon widen a bit. It shows you the start and end " "of your animation and the vertical blue line is your time cursor." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:64 msgid "" "You can click and drag the slider in the bottom-right to zoom in and out of " "the timeline." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:70 msgid "The float animation" msgstr "De drijf animatie" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:72 msgid "" "With the animation player node, you can animate most properties on as many " "nodes as you need. Notice the key icon next to properties in the " "*Inspector*. You can click any of them to create a keyframe, a time and " "value pair for the corresponding property. The keyframe gets inserted where " "your time cursor is in the timeline." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:78 msgid "" "Let's insert our first keys. Here, we will animate both the position and the " "rotation of the ``Character`` node." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:81 msgid "" "Select the ``Character`` and in the *Inspector* expand the *Transform* " "section. Click the key icon next to *Position*, and *Rotation*." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:87 msgid "" "For this tutorial, just create RESET Track(s) which is the default choice" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:89 msgid "" "Two tracks appear in the editor with a diamond icon representing each " "keyframe." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:93 msgid "" "You can click and drag on the diamonds to move them in time. Move the " "position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:98 msgid "" "Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray " "timeline, or by entering it into the input field." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:101 msgid "|timeline_05_click|" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:640 msgid "timeline_05_click" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:103 msgid "" "In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the " "*Rotation*' *X* axis to ``8``." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:106 msgid "" "If you don't see the properties in the *Inspector* panel, first click on the " "``Character`` node again in the *Scene* dock." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:111 msgid "Create a keyframe for both properties" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:113 msgid "|second_keys_both|" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:639 msgid "second_keys_both" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:115 msgid "" "Now, move the position keyframe to ``0.7`` seconds by dragging it on the " "timeline." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:122 msgid "" "A lecture on the principles of animation is beyond the scope of this " "tutorial. Just note that you don't want to time and space everything evenly. " "Instead, animators play with timing and spacing, two core animation " "principles. You want to offset and contrast in your character's motion to " "make them feel alive." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:128 msgid "" "Move the time cursor to the end of the animation, at ``1.2`` seconds. Set " "the Y position to about ``0.35`` and the X rotation to ``-9`` degrees. Once " "again, create a key for both properties." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:132 msgid "|animation_final_keyframes|" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:638 msgid "animation_final_keyframes" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:134 msgid "" "You can preview the result by clicking the play button or " "pressing :kbd:`Shift + D`. Click the stop button or press :kbd:`S` to stop " "playback." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:139 msgid "" "You can see that the engine interpolates between your keyframes to produce a " "continuous animation. At the moment, though, the motion feels very robotic. " "This is because the default interpolation is linear, causing constant " "transitions, unlike how living things move in the real world." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:144 msgid "We can control the transition between keyframes using easing curves." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:146 msgid "" "Click and drag around the first two keys in the timeline to box select them." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:150 msgid "" "You can edit the properties of both keys simultaneously in the *Inspector*, " "where you can see an *Easing* property." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:155 msgid "" "Click and drag on the curve, pulling it towards the left. This will make it " "ease-out, that is to say, transition fast initially and slow down as the " "time cursor reaches the next keyframe." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:161 msgid "" "Play the animation again to see the difference. The first half should " "already feel a bit bouncier." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:164 msgid "Apply an ease-out to the second keyframe in the rotation track." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:168 msgid "" "Do the opposite for the second position keyframe, dragging it to the right." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:172 msgid "Your animation should look something like this." msgstr "Jouw animatie hoort er ongeveer zo uit te zien." #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:178 msgid "" "Animations update the properties of the animated nodes every frame, " "overriding initial values. If we directly animated the *Player* node, it " "would prevent us from moving it in code. This is where the *Pivot* node " "comes in handy: even though we animated the *Character*, we can still move " "and rotate the *Pivot* and layer changes on top of the animation in a script." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:185 msgid "If you play the game, the player's creature will now float!" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:187 msgid "" "If the creature is a little too close to the floor, you can move the " "``Pivot`` up to offset it." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:191 msgid "Controlling the animation in code" msgstr "De animatie besturen met code" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:193 msgid "" "We can use code to control the animation playback based on the player's " "input. Let's change the animation speed when the character is moving." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:196 msgid "Open the ``Player``'s script by clicking the script icon next to it." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:200 msgid "" "In ``_physics_process()``, after the line where we check the ``direction`` " "vector, add the following code." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:230 msgid "" "This code makes it so when the player moves, we multiply the playback speed " "by ``4``. When they stop, we reset it to normal." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:233 msgid "" "We mentioned that the ``Pivot`` could layer transforms on top of the " "animation. We can make the character arc when jumping using the following " "line of code. Add it at the end of ``_physics_process()``." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:254 msgid "Animating the mobs" msgstr "De mobs animeren" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:256 msgid "" "Here's another nice trick with animations in Godot: as long as you use a " "similar node structure, you can copy them to different scenes." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:259 msgid "" "For example, both the ``Mob`` and the ``Player`` scenes have a ``Pivot`` and " "a ``Character`` node, so we can reuse animations between them." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:262 msgid "" "Open the *Player* scene, select the AnimationPlayer node and then click on " "**Animation > Manage Animations...**. Click the *Copy animation to " "clipboard* button (two small squares) alongside the *float* animation. Click " "OK to close the window." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:266 msgid "" "Then open ``mob.tscn``, create an :ref:`AnimationPlayer " "` child node and select it. Click **Animation > " "Manage Animations**, then **New Library**. You should see the message " "\"Global library will be created.\" Leave the text field blank and click OK. " "Click the *Paste* icon (clipboard) and it should appear in the window. Click " "OK to close the window." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:272 msgid "" "Next, make sure that the autoplay button (|Autoplay|) and the looping arrows " "(Animation looping) are also turned on in the animation editor in the bottom " "panel. That's it; all monsters will now play the float animation." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:276 msgid "" "We can change the playback speed based on the creature's ``random_speed``. " "Open the *Mob*'s script and at the end of the ``initialize()`` function, add " "the following line." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:294 msgid "And with that, you finished coding your first complete 3D game." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:296 msgid "**Congratulations**!" msgstr "**Gefeliciteerd**!" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:298 msgid "" "In the next part, we'll quickly recap what you learned and give you some " "links to keep learning more. But for now, here are the complete " "``player.gd`` and ``mob.gd`` so you can check your code against them." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:302 msgid "Here's the *Player* script." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:517 msgid "And the *Mob*'s script." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:4 msgid "Going further" msgstr "De verdere stappen" #: ../../docs/getting_started/first_3d_game/going_further.rst:6 msgid "" "You can pat yourself on the back for having completed your first 3D game " "with Godot." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:9 msgid "" "In this series, we went over a wide range of techniques and editor features. " "Hopefully, you've witnessed how intuitive Godot's scene system can be and " "learned a few tricks you can apply in your projects." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:13 msgid "" "But we just scratched the surface: Godot has a lot more in store for you to " "save time creating games. And you can learn all that by browsing the " "documentation." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:16 msgid "" "Where should you begin? Below, you'll find a few pages to start exploring " "and build upon what you've learned so far." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:19 #, fuzzy msgid "" "But before that, here's a link to download a completed version of the " "project: ``_." msgstr "" "Hier heb je eerst nog de download link naar de complete versie van dit " "project: ``_." #: ../../docs/getting_started/first_3d_game/going_further.rst:23 msgid "Exploring the manual" msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:25 msgid "" "The manual is your ally whenever you have a doubt or you're curious about a " "feature. It does not contain tutorials about specific game genres or " "mechanics. Instead, it explains how Godot works in general. In it, you will " "find information about 2D, 3D, physics, rendering and performance, and much " "more." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:30 msgid "Here are the sections we recommend you to explore next:" msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:32 msgid "" "Read the :ref:`Scripting section ` to learn " "essential programming features you'll use in every project." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:34 msgid "" "The :ref:`3D ` and :ref:`Physics ` sections will teach you more about 3D game creation in the engine." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:36 msgid "" ":ref:`Inputs ` is another important one for any " "game project." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:38 msgid "" "You can start with these or, if you prefer, look at the sidebar menu on the " "left and pick your options." msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:41 msgid "" "We hope you enjoyed this tutorial series, and we're looking forward to " "seeing what you achieve using Godot." msgstr "" #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:6 msgid "" "This series is a collection of best practices to help you work efficiently " "with Godot." msgstr "" #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:9 msgid "" "Godot allows for a great amount of flexibility in how you structure a " "project's codebase and break it down into scenes. Each approach has its pros " "and cons, and they can be hard to weigh until you've worked with the engine " "for long enough." msgstr "" #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:13 msgid "" "There are always many ways to structure your code and solve specific " "programming problems. It would be impossible to cover them all here." msgstr "" #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:16 msgid "" "That is why each article starts from a real-world problem. We will break " "down each problem in fundamental questions, suggest solutions, analyze the " "pros and cons of each option, and highlight the best course of action for " "the problem at hand." msgstr "" #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:20 msgid "" "You should start by reading :ref:`doc_what_are_godot_classes`. It explains " "how Godot's nodes and scenes relate to classes and objects in other Object-" "Oriented programming languages. It will help you make sense of the rest of " "the series." msgstr "" #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:26 msgid "" "The best practices in Godot rely on Object-Oriented design principles. We " "use tools like the `single responsibility `_ principle and `encapsulation `_." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:4 msgid "Applying object-oriented principles in Godot" msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:6 msgid "" "The engine offers two main ways to create reusable objects: scripts and " "scenes. Neither of these technically define classes under the hood." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:9 msgid "" "Still, many best practices using Godot involve applying object-oriented " "programming principles to the scripts and scenes that compose your game. " "That is why it's useful to understand how we can think of them as classes." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:13 msgid "" "This guide briefly explains how scripts and scenes work in the engine's core " "to help you understand how they work under the hood." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:17 msgid "How scripts work in the engine" msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:19 msgid "" "The engine provides built-in classes like :ref:`Node `. You can " "extend those to create derived types using a script." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:22 msgid "" "These scripts are not technically classes. Instead, they are resources that " "tell the engine a sequence of initializations to perform on one of the " "engine's built-in classes." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:25 msgid "" "Godot's internal classes have methods that register a class's data with " "a :ref:`ClassDB `. This database provides runtime access to " "class information. ``ClassDB`` contains information about classes like:" msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:29 msgid "Properties." msgstr "Knooppunt eigenschappen." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:30 msgid "Methods." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:31 msgid "Constants." msgstr "Constanten." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:32 msgid "Signals." msgstr "Signalen." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:34 msgid "" "This ``ClassDB`` is what objects check against when performing an operation " "like accessing a property or calling a method. It checks the database's " "records and the object's base types' records to see if the object supports " "the operation." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:38 msgid "" "Attaching a :ref:`Script ` to your object extends the methods, " "properties, and signals available from the ``ClassDB``." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:43 msgid "" "Even scripts that don't use the ``extends`` keyword implicitly inherit from " "the engine's base :ref:`RefCounted ` class. As a result, " "you can instantiate scripts without the ``extends`` keyword from code. Since " "they extend ``RefCounted`` though, you cannot attach them to a :ref:`Node " "`." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:51 msgid "" "The behavior of scenes has many similarities to classes, so it can make " "sense to think of a scene as a class. Scenes are reusable, instantiable, and " "inheritable groups of nodes. Creating a scene is similar to having a script " "that creates nodes and adds them as children using ``add_child()``." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:55 msgid "" "We often pair a scene with a scripted root node that makes use of the " "scene's nodes. As such, the script extends the scene by adding behavior " "through imperative code." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:58 msgid "The content of a scene helps to define:" msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:60 msgid "What nodes are available to the script." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:61 msgid "How they are organized." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:62 msgid "How they are initialized." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:63 msgid "What signal connections they have with each other." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:65 msgid "" "Why is any of this important to scene organization? Because instances of " "scenes *are* objects. As a result, many object-oriented principles that " "apply to written code also apply to scenes: single responsibility, " "encapsulation, and others." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:69 msgid "" "The scene is *always an extension of the script attached to its root node*, " "so you can interpret it as part of a class." msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:72 msgid "" "Most of the techniques explained in this best practices series build on this " "point." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:4 msgid "Scene organization" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:6 msgid "" "This article covers topics related to the effective organization of scene " "content. Which nodes should you use? Where should you place them? How should " "they interact?" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:11 msgid "How to build relationships effectively" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:13 msgid "" "When Godot users begin crafting their own scenes, they often run into the " "following problem:" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:16 msgid "" "They create their first scene and fill it with content only to eventually " "end up saving branches of their scene into separate scenes as the nagging " "feeling that they should split things up starts to accumulate. However, they " "then notice that the hard references they were able to rely on before are no " "longer possible. Re-using the scene in multiple places creates issues " "because the node paths do not find their targets and signal connections " "established in the editor break." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:24 msgid "" "To fix these problems, you must instantiate the sub-scenes without them " "requiring details about their environment. You need to be able to trust that " "the sub-scene will create itself without being picky about how it's used." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:28 msgid "" "One of the biggest things to consider in OOP is maintaining focused, " "singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of " "objects small (for maintainability) and improves their reusability." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:34 msgid "" "These OOP best practices have *several* implications for best practices in " "scene structure and script usage." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:37 msgid "" "**If at all possible, you should design scenes to have no dependencies.** " "That is, you should create scenes that keep everything they need within " "themselves." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:41 msgid "" "If a scene must interact with an external context, experienced developers " "recommend the use of `Dependency Injection `_. This technique involves having a high-level API " "provide the dependencies of the low-level API. Why do this? Because classes " "which rely on their external environment can inadvertently trigger bugs and " "unexpected behavior." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:48 msgid "" "To do this, you must expose data and then rely on a parent context to " "initialize it:" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:51 msgid "" "Connect to a signal. Extremely safe, but should be used only to \"respond\" " "to behavior, not start it. By convention, signal names are usually past-" "tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:85 msgid "Call a method. Used to start behavior." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:115 msgid "" "Initialize a :ref:`Callable ` property. Safer than a method " "as ownership of the method is unnecessary. Used to start behavior." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:146 msgid "Initialize a Node or other Object reference." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:176 msgid "Initialize a NodePath." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:206 msgid "" "These options hide the points of access from the child node. This in turn " "keeps the child **loosely coupled** to its environment. You can reuse it in " "another context without any extra changes to its API." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:212 msgid "" "Although the examples above illustrate parent-child relationships, the same " "principles apply towards all object relations. Nodes which are siblings " "should only be aware of their own hierarchies while an ancestor mediates " "their communications and references." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:295 msgid "" "The same principles also apply to non-Node objects that maintain " "dependencies on other objects. Whichever object owns the other objects " "should manage the relationships between them." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:301 msgid "" "You should favor keeping data in-house (internal to a scene), though, as " "placing a dependency on an external context, even a loosely coupled one, " "still means that the node will expect something in its environment to be " "true. The project's design philosophies should prevent this from happening. " "If not, the code's inherent liabilities will force developers to use " "documentation to keep track of object relations on a microscopic scale; this " "is otherwise known as development hell. Writing code that relies on external " "documentation to use it safely is error-prone by default." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:310 msgid "" "To avoid creating and maintaining such documentation, you convert the " "dependent node (\"child\" above) into a tool script that implements " "``_get_configuration_warnings()``. Returning a non-empty PackedStringArray " "from it will make the Scene dock generate a warning icon with the string(s) " "as a tooltip by the node. This is the same icon that appears for nodes such " "as the :ref:`Area2D ` node when it has no " "child :ref:`CollisionShape2D ` nodes defined. The " "editor then self-documents the scene through the script code. No content " "duplication via documentation is necessary." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:321 msgid "" "A GUI like this can better inform project users of critical information " "about a Node. Does it have external dependencies? Have those dependencies " "been satisfied? Other programmers, and especially designers and writers, " "will need clear instructions in the messages telling them what to do to " "configure it." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:326 msgid "" "So, why does all this complex switcheroo work? Well, because scenes operate " "best when they operate alone. If unable to work alone, then working with " "others anonymously (with minimal hard dependencies, i.e. loose coupling) is " "the next best thing. Inevitably, changes may need to be made to a class, and " "if these changes cause it to interact with other scenes in unforeseen ways, " "then things will start to break down. The whole point of all this " "indirection is to avoid ending up in a situation where changing one class " "results in adversely affecting other classes dependent on it." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:335 msgid "" "Scripts and scenes, as extensions of engine classes, should abide by *all* " "OOP principles. Examples include..." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:338 msgid "`SOLID `_" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:339 msgid "`DRY `_" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:340 msgid "`KISS `_" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:341 msgid "`YAGNI `_" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:344 msgid "Choosing a node tree structure" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:346 msgid "" "You might start to work on a game but get overwhelmed by the vast " "possibilities before you. You might know what you want to do, what systems " "you want to have, but *where* do you put them all? How you go about making " "your game is always up to you. You can construct node trees in countless " "ways. If you are unsure, this guide can give you a sample of a decent " "structure to start with." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:353 msgid "" "A game should always have an \"entry point\"; somewhere you can definitively " "track where things begin so that you can follow the logic as it continues " "elsewhere. It also serves as a bird's eye view of all other data and logic " "in the program. For traditional applications, this is normally a \"main\" " "function. In Godot, it's a Main node." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:359 #: ../../docs/tutorials/best_practices/scene_organization.rst:367 msgid "Node \"Main\" (main.gd)" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:361 msgid "" "The ``main.gd`` script will serve as the primary controller of your game." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:363 msgid "" "Then you have an in-game \"World\" (a 2D or 3D one). This can be a child of " "Main. In addition, you will need a primary GUI for your game that manages " "the various menus and widgets the project needs." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:368 msgid "Node2D/Node3D \"World\" (game_world.gd)" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:369 msgid "Control \"GUI\" (gui.gd)" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:371 msgid "" "When changing levels, you can then swap out the children of the \"World\" " "node. :ref:`Changing scenes manually ` gives you " "full control over how your game world transitions." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:375 msgid "" "The next step is to consider what gameplay systems your project requires. If " "you have a system that..." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:378 msgid "tracks all of its data internally" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:379 msgid "should be globally accessible" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:380 msgid "should exist in isolation" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:382 msgid "" "... then you should create an :ref:`autoload 'singleton' node " "`." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:386 msgid "" "For smaller games, a simpler alternative with less control would be to have " "a \"Game\" singleton that simply calls " "the :ref:`SceneTree.change_scene_to_file() " "` method to swap out the main " "scene's content. This structure more or less keeps the \"World\" as the main " "game node." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:392 msgid "" "Any GUI would also need to be either a singleton, a transitory part of the " "\"World\", or manually added as a direct child of the root. Otherwise, the " "GUI nodes would also delete themselves during scene transitions." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:396 msgid "" "If you have systems that modify other systems' data, you should define those " "as their own scripts or scenes, rather than autoloads. For more information, " "see :ref:`Autoloads versus regular nodes " "`." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:400 msgid "" "Each subsystem within your game should have its own section within the " "SceneTree. You should use parent-child relationships only in cases where " "nodes are effectively elements of their parents. Does removing the parent " "reasonably mean that the children should also be removed? If not, then it " "should have its own place in the hierarchy as a sibling or some other " "relation." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:408 msgid "" "In some cases, you need these separated nodes to *also* position themselves " "relative to each other. You can use the :ref:`RemoteTransform " "` / :ref:`RemoteTransform2D " "` nodes for this purpose. They will allow a target " "node to conditionally inherit selected transform elements from the Remote\\* " "node. To assign the ``target`` :ref:`NodePath `, use one of " "the following:" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:416 msgid "" "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:417 msgid "" "A group, to pull a reference to the desired node (assuming there will only " "ever be one of the targets)." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:420 msgid "" "When you should do this is subjective. The dilemma arises when you must " "micro-manage when a node must move around the SceneTree to preserve itself. " "For example..." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:424 msgid "Add a \"player\" node to a \"room\"." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:425 msgid "Need to change rooms, so you must delete the current room." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:426 msgid "" "Before the room can be deleted, you must preserve and/or move the player." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:428 msgid "If memory is not a concern, you can..." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:430 #, fuzzy msgid "Create the new room." msgstr "De vijand maken" #: ../../docs/tutorials/best_practices/scene_organization.rst:431 #, fuzzy msgid "Move the player to the new room." msgstr "De speler door de code laten bewegen" #: ../../docs/tutorials/best_practices/scene_organization.rst:432 msgid "Delete the old room." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:434 msgid "If memory is a concern, instead you will need to..." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:436 msgid "Move the player somewhere else in the tree." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:437 msgid "Delete the room." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:438 msgid "Instantiate and add the new room." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:439 msgid "Re-add the player to the new room." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:441 msgid "" "The issue is that the player here is a \"special case\" where the developers " "must *know* that they need to handle the player this way for the project. " "The only way to reliably share this information as a team is to *document* " "it. Keeping implementation details in documentation is dangerous. It's a " "maintenance burden, strains code readability, and unnecessarily bloats the " "intellectual content of a project." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:448 msgid "" "In a more complex game with larger assets, it can be a better idea to keep " "the player somewhere else in the SceneTree entirely. This results in:" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:451 msgid "More consistency." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:452 msgid "No \"special cases\" that must be documented and maintained somewhere." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:453 msgid "" "No opportunity for errors to occur because these details are not accounted " "for." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:456 msgid "" "In contrast, if you ever need a child node that does *not* inherit the " "transform of its parent, you have the following options:" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:459 msgid "" "The **declarative** solution: place a :ref:`Node ` in between " "them. Since it doesn't have a transform, they won't pass this information to " "its children." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:462 msgid "" "The **imperative** solution: Use the ``top_level`` property for " "the :ref:`CanvasItem ` or :ref:`Node3D " "` node. This will make the node ignore its " "inherited transform." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:469 msgid "" "If building a networked game, keep in mind which nodes and gameplay systems " "are relevant to all players versus those just pertinent to the authoritative " "server. For example, users do not all need to have a copy of every players' " "\"PlayerController\" logic - they only need their own. Keeping them in a " "separate branch from the \"world\" can help simplify the management of game " "connections and the like." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:476 msgid "" "The key to scene organization is to consider the SceneTree in relational " "terms rather than spatial terms. Are the nodes dependent on their parent's " "existence? If not, then they can thrive all by themselves somewhere else. If " "they are dependent, then it stands to reason that they should be children of " "that parent (and likely part of that parent's scene if they aren't already)." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:482 msgid "" "Does this mean nodes themselves are components? Not at all. Godot's node " "trees form an aggregation relationship, not one of composition. But while " "you still have the flexibility to move nodes around, it is still best when " "such moves are unnecessary by default." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:4 msgid "When to use scenes versus scripts" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:6 msgid "" "We've already covered how scenes and scripts are different. Scripts define " "an engine class extension with imperative code, scenes with declarative code." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:10 msgid "" "Each system's capabilities are different as a result. Scenes can define how " "an extended class initializes, but not what its behavior actually is. Scenes " "are often used in conjunction with a script, the scene declaring a " "composition of nodes, and the script adding behavior with imperative code." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:16 msgid "Anonymous types" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:18 msgid "" "It *is* possible to completely define a scenes' contents using a script " "alone. This is, in essence, what the Godot Editor does, only in the C++ " "constructor of its objects." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:22 msgid "" "But, choosing which one to use can be a dilemma. Creating script instances " "is identical to creating in-engine classes whereas handling scenes requires " "a change in API:" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:62 msgid "" "Also, scripts will operate a little slower than scenes due to the speed " "differences between engine and script code. The larger and more complex the " "node, the more reason there is to build it as a scene." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:67 msgid "Named types" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:69 msgid "" "Scripts can be registered as a new type within the editor itself. This " "displays it as a new type in the node or resource creation dialog with an " "optional icon. This way, the user's ability to use the script is much more " "streamlined. Rather than having to..." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:74 msgid "Know the base type of the script they would like to use." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:76 msgid "Create an instance of that base type." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:78 msgid "Add the script to the node." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:80 msgid "" "With a registered script, the scripted type instead becomes a creation " "option like the other nodes and resources in the system. The creation dialog " "even has a search bar to look up the type by name." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:85 msgid "There are two systems for registering types:" msgstr "Er zijn twee systemen voor typeregistratie:" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:87 msgid ":ref:`Custom Types `" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:89 msgid "Editor-only. Typenames are not accessible at runtime." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:91 msgid "Does not support inherited custom types." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:93 msgid "An initializer tool. Creates the node with the script. Nothing more." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:95 msgid "" "Editor has no type-awareness of the script or its relationship to other " "engine types or scripts." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:98 #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:116 msgid "Allows users to define an icon." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:100 msgid "" "Works for all scripting languages because it deals with Script resources in " "abstract." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:102 msgid "" "Set up using :ref:`EditorPlugin.add_custom_type " "`." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:104 msgid ":ref:`Script Classes `" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:106 msgid "Editor and runtime accessible." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:108 msgid "Displays inheritance relationships in full." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:110 msgid "" "Creates the node with the script, but can also change types or extend the " "type from the editor." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:113 msgid "" "Editor is aware of inheritance relationships between scripts, script " "classes, and engine C++ classes." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:118 msgid "" "Engine developers must add support for languages manually (both name " "exposure and runtime accessibility)." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:121 msgid "" "The Editor scans project folders and registers any exposed names for all " "scripting languages. Each scripting language must implement its own support " "for exposing this information." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:125 msgid "" "Both methodologies add names to the creation dialog, but script classes, in " "particular, also allow for users to access the typename without loading the " "script resource. Creating instances and accessing constants or static " "methods is viable from anywhere." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:130 msgid "" "With features like these, one may wish their type to be a script without a " "scene due to the ease of use it grants users. Those developing plugins or " "creating in-house tools for designers to use will find an easier time of " "things this way." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:135 msgid "" "On the downside, it also means having to use largely imperative programming." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:138 msgid "Performance of Script vs PackedScene" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:140 msgid "" "One last aspect to consider when choosing scenes and scripts is execution " "speed." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:142 msgid "" "As the size of objects increases, the scripts' necessary size to create and " "initialize them grows much larger. Creating node hierarchies demonstrates " "this. Each Node's logic could be several hundred lines of code in length." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:146 msgid "" "The code example below creates a new ``Node``, changes its name, assigns a " "script to it, sets its future parent as its owner so it gets saved to disk " "along with it, and finally adds it as a child of the ``Main`` node:" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:185 msgid "" "Script code like this is much slower than engine-side C++ code. Each " "instruction makes a call to the scripting API which leads to many " "\"lookups\" on the back-end to find the logic to execute." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:189 msgid "" "Scenes help to avoid this performance issue. :ref:`PackedScene " "`, the base type that scenes inherit from, defines " "resources that use serialized data to create objects. The engine can process " "scenes in batches on the back-end and provide much better performance than " "scripts." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:195 #: ../../docs/tutorials/scripting/gdextension/gdextension_c_example.rst:2144 #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:256 msgid "Conclusion" msgstr "Conclusie" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:197 msgid "In the end, the best approach is to consider the following:" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:199 msgid "" "If one wishes to create a basic tool that is going to be re-used in several " "different projects and which people of all skill levels will likely use " "(including those who don't label themselves as \"programmers\"), then " "chances are that it should probably be a script, likely one with a custom " "name/icon." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:204 msgid "" "If one wishes to create a concept that is particular to their game, then it " "should always be a scene. Scenes are easier to track/edit and provide more " "security than scripts." msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:208 msgid "" "If one would like to give a name to a scene, then they can still sort of do " "this by declaring a script class and giving it a scene as a constant. The " "script becomes, in effect, a namespace:" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:4 msgid "Autoloads versus regular nodes" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:6 msgid "" "Godot offers a feature to automatically load nodes at the root of your " "project, allowing you to access them globally, that can fulfill the role of " "a Singleton: :ref:`doc_singletons_autoload`. These autoloaded nodes are not " "freed when you change the scene from code " "with :ref:`SceneTree.change_scene_to_file " "`." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:11 msgid "" "In this guide, you will learn when to use the Autoload feature, and " "techniques you can use to avoid it." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:15 msgid "The cutting audio issue" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:17 msgid "" "Other engines can encourage the use of creating manager classes, singletons " "that organize a lot of functionality into a globally accessible object. " "Godot offers many ways to avoid global state thanks to the node tree and " "signals." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:21 msgid "" "For example, let's say we are building a platformer and want to collect " "coins that play a sound effect. There's a node for that: " "the :ref:`AudioStreamPlayer `. But if we call the " "``AudioStreamPlayer`` while it is already playing a sound, the new sound " "interrupts the first." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:26 msgid "" "A solution is to code a global, autoloaded sound manager class. It generates " "a pool of ``AudioStreamPlayer`` nodes that cycle through as each new request " "for sound effects comes in. Say we call that class ``Sound``, you can use it " "from anywhere in your project by calling " "``Sound.play(\"coin_pickup.ogg\")``. This solves the problem in the short " "term but causes more problems:" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:32 msgid "" "**Global state**: one object is now responsible for all objects' data. If " "the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " "available, all the nodes calling it can break." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:36 msgid "" "**Global access**: now that any object can call ``Sound.play(sound_path)`` " "from anywhere, there's no longer an easy way to find the source of a bug." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:39 msgid "" "**Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes " "stored from the start, you can either have too few and face bugs, or too " "many and use more memory than you need." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:45 msgid "" "About global access, the problem is that any code anywhere could pass wrong " "data to the ``Sound`` autoload in our example. As a result, the domain to " "explore to fix the bug spans the entire project." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:49 msgid "" "When you keep code inside a scene, only one or two scripts may be involved " "in audio." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:52 msgid "" "Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " "it needs within itself and all these problems go away:" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:55 msgid "" "Each scene manages its own state information. If there is a problem with the " "data, it will only cause issues in that one scene." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:58 msgid "" "Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " "find which node is at fault." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:61 msgid "Each scene allocates exactly the amount of resources it needs." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:64 msgid "Managing shared functionality or data" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:66 msgid "" "Another reason to use an Autoload can be that you want to reuse the same " "method or data across many scenes." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:69 msgid "" "In the case of functions, you can create a new type of ``Node`` that " "provides that feature for an individual scene using the :ref:`class_name " "` keyword in GDScript." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:73 msgid "When it comes to data, you can either:" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:75 msgid "" "Create a new type of :ref:`Resource ` to share the data." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:77 msgid "" "Store the data in an object to which each node has access, for example using " "the ``owner`` property to access the scene's root node." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:81 msgid "When you should use an Autoload" msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:83 msgid "" "GDScript supports the creation of ``static`` functions using ``static " "func``. When combined with ``class_name``, this makes it possible to create " "libraries of helper functions without having to create an instance to call " "them. The limitation of static functions is that they can't reference member " "variables, non-static functions or ``self``." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:89 msgid "" "Since Godot 4.1, GDScript also supports ``static`` variables using ``static " "var``. This means you can now share variables across instances of a class " "without having to create a separate autoload." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:93 msgid "" "Still, autoloaded nodes can simplify your code for systems with a wide " "scope. If the autoload is managing its own information and not invading the " "data of other objects, then it's a great way to create systems that handle " "broad-scoped tasks. For example, a quest or a dialogue system." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:100 msgid "" "An autoload is *not* necessarily a singleton. Nothing prevents you from " "instantiating copies of an autoloaded node. An autoload is only a tool that " "makes a node load automatically as a child of the root of your scene tree, " "regardless of your game's node structure or which scene you run, e.g. by " "pressing the :kbd:`F6` key." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:106 msgid "" "As a result, you can get the autoloaded node, for example an autoload called " "``Sound``, by calling ``get_node(\"/root/Sound\")``." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:4 msgid "When and how to avoid using nodes for everything" msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:6 msgid "" "Nodes are cheap to produce, but even they have their limits. A project may " "have tens of thousands of nodes all doing things. The more complex their " "behavior though, the larger the strain each one adds to a project's " "performance." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:11 msgid "" "Godot provides more lightweight objects for creating APIs which nodes use. " "Be sure to keep these in mind as options when designing how you wish to " "build your project's features." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:15 msgid "" ":ref:`Object `: The ultimate lightweight object, the original " "Object must use manual memory management. With that said, it isn't too " "difficult to create one's own custom data structures, even node structures, " "that are also lighter than the :ref:`Node ` class." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:20 msgid "" "**Example:** See the :ref:`Tree ` node. It supports a high level " "of customization for a table of content with an arbitrary number of rows and " "columns. The data that it uses to generate its visualization though is " "actually a tree of :ref:`TreeItem ` Objects." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:25 msgid "" "**Advantages:** Simplifying one's API to smaller scoped objects helps " "improve its accessibility and improve iteration time. Rather than working " "with the entire Node library, one creates an abbreviated set of Objects from " "which a node can generate and manage the appropriate sub-nodes." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:32 msgid "" "One should be careful when handling them. One can store an Object into a " "variable, but these references can become invalid without warning. For " "example, if the object's creator decides to delete it out of nowhere, this " "would trigger an error state when one next accesses it." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:37 msgid "" ":ref:`RefCounted `: Only a little more complex than " "Object. They track references to themselves, only deleting loaded memory " "when no further references to themselves exist. These are useful in the " "majority of cases where one needs data in a custom class." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:42 msgid "" "**Example:** See the :ref:`FileAccess ` object. It " "functions just like a regular Object except that one need not delete it " "themselves." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:45 msgid "**Advantages:** same as the Object." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:47 msgid "" ":ref:`Resource `: Only slightly more complex than " "RefCounted. They have the innate ability to serialize/deserialize (i.e. save " "and load) their object properties to/from Godot resource files." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:51 msgid "" "**Example:** Scripts, PackedScene (for scene files), and other types like " "each of the :ref:`AudioEffect ` classes. Each of these " "can be saved and loaded, therefore they extend from Resource." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:55 msgid "" "**Advantages:** Much has :ref:`already been said ` " "on :ref:`Resource `'s advantages over traditional data " "storage methods. In the context of using Resources over Nodes though, their " "main advantage is in Inspector-compatibility. While nearly as lightweight as " "Object/RefCounted, they can still display and export properties in the " "Inspector. This allows them to fulfill a purpose much like sub-Nodes on the " "usability front, but also improve performance if one plans to have many such " "Resources/Nodes in their scenes." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:4 msgid "Godot interfaces" msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:6 msgid "" "Often one needs scripts that rely on other objects for features. There are 2 " "parts to this process:" msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:9 msgid "Acquiring a reference to the object that presumably has the features." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:11 msgid "Accessing the data or logic from the object." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:13 msgid "The rest of this tutorial outlines the various ways of doing all this." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:16 msgid "Acquiring object references" msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:18 msgid "" "For all :ref:`Object `\\s, the most basic way of referencing " "them is to get a reference to an existing object from another acquired " "instance." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:32 msgid "" "The same principle applies for :ref:`RefCounted ` objects. " "While users often access :ref:`Node ` and :ref:`Resource " "` this way, alternative measures are available." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:36 msgid "" "Instead of property or method access, one can get Resources by load access." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:121 msgid "Note the following:" msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:123 msgid "There are many ways in which a language can load such resources." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:125 msgid "" "When designing how objects will access data, don't forget that one can pass " "resources around as references as well." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:128 msgid "" "Keep in mind that loading a resource fetches the cached resource instance " "maintained by the engine. To get a new object, one must :ref:`duplicate " "` an existing reference or instantiate one " "from scratch with ``new()``." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:133 msgid "Nodes likewise have an alternative access point: the SceneTree." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:267 msgid "Accessing data or logic from an object" msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:269 msgid "" "Godot's scripting API is duck-typed. This means that if a script executes an " "operation, Godot doesn't validate that it supports the operation by " "**type**. It instead checks that the object **implements** the individual " "method." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:273 msgid "" "For example, the :ref:`CanvasItem ` class has a " "``visible`` property. All properties exposed to the scripting API are in " "fact a setter and getter pair bound to a name. If one tried to " "access :ref:`CanvasItem.visible `, then " "Godot would do the following checks, in order:" msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:279 msgid "" "If the object has a script attached, it will attempt to set the property " "through the script. This leaves open the opportunity for scripts to override " "a property defined on a base object by overriding the setter method for the " "property." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:284 msgid "" "If the script does not have the property, it performs a HashMap lookup in " "the ClassDB for the \"visible\" property against the CanvasItem class and " "all of its inherited types. If found, it will call the bound setter or " "getter. For more information about HashMaps, see the :ref:`data preferences " "` docs." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:290 msgid "" "If not found, it does an explicit check to see if the user wants to access " "the \"script\" or \"meta\" properties." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:293 msgid "" "If not, it checks for a ``_set``/``_get`` implementation (depending on type " "of access) in the CanvasItem and its inherited types. These methods can " "execute logic that gives the impression that the Object has a property. This " "is also the case with the ``_get_property_list`` method." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:298 msgid "" "Note that this happens even for non-legal symbol names, such as names " "starting with a digit or containing a slash." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:301 msgid "" "As a result, this duck-typed system can locate a property either in the " "script, the object's class, or any class that object inherits, but only for " "things which extend Object." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:305 msgid "" "Godot provides a variety of options for performing runtime checks on these " "accesses:" msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:308 msgid "" "A duck-typed property access. These will be property checks (as described " "above). If the operation isn't supported by the object, execution will halt." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:336 msgid "" "A method check. In the case of :ref:`CanvasItem.visible " "`, one can access the methods, " "``set_visible`` and ``is_visible`` like any other method." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:474 msgid "" "Outsource the access to a :ref:`Callable `. These may be " "useful in cases where one needs the max level of freedom from dependencies. " "In this case, one relies on an external context to setup the method." msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:536 msgid "" "These strategies contribute to Godot's flexible design. Between them, users " "have a breadth of tools to meet their specific needs." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:4 msgid "Godot notifications" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:6 msgid "" "Every Object in Godot implements a :ref:`_notification " "` method. Its purpose is to allow " "the Object to respond to a variety of engine-level callbacks that may relate " "to it. For example, if the engine tells a :ref:`CanvasItem " "` to \"draw\", it will call " "``_notification(NOTIFICATION_DRAW)``." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:13 msgid "" "Some of these notifications, like draw, are useful to override in scripts. " "So much so that Godot exposes many of them with dedicated functions:" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:16 msgid "``_ready()``: ``NOTIFICATION_READY``" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:18 msgid "``_enter_tree()``: ``NOTIFICATION_ENTER_TREE``" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:20 msgid "``_exit_tree()``: ``NOTIFICATION_EXIT_TREE``" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:22 msgid "``_process(delta)``: ``NOTIFICATION_PROCESS``" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:24 msgid "``_physics_process(delta)``: ``NOTIFICATION_PHYSICS_PROCESS``" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:26 msgid "``_draw()``: ``NOTIFICATION_DRAW``" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:28 msgid "" "What users might *not* realize is that notifications exist for types other " "than Node alone, for example:" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:31 msgid "" ":ref:`Object::NOTIFICATION_POSTINITIALIZE " "`: a callback that " "triggers during object initialization. Not accessible to scripts." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:34 msgid "" ":ref:`Object::NOTIFICATION_PREDELETE " "`: a callback that triggers " "before the engine deletes an Object, i.e. a \"destructor\"." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:38 msgid "" "And many of the callbacks that *do* exist in Nodes don't have any dedicated " "methods, but are still quite useful." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:41 msgid "" ":ref:`Node::NOTIFICATION_PARENTED " "`: a callback that triggers " "anytime one adds a child node to another node." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:44 msgid "" ":ref:`Node::NOTIFICATION_UNPARENTED " "`: a callback that triggers " "anytime one removes a child node from another node." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:48 msgid "" "One can access all these custom notifications from the universal " "``_notification()`` method." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:52 msgid "" "Methods in the documentation labeled as \"virtual\" are also intended to be " "overridden by scripts." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:55 msgid "" "A classic example is the :ref:`_init ` " "method in Object. While it has no ``NOTIFICATION_*`` equivalent, the engine " "still calls the method. Most languages (except C#) rely on it as a " "constructor." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:60 msgid "" "So, in which situation should one use each of these notifications or virtual " "functions?" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:64 msgid "_process vs. _physics_process vs. \\*_input" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:66 msgid "" "Use ``_process()`` when one needs a framerate-dependent delta time between " "frames. If code that updates object data needs to update as often as " "possible, this is the right place. Recurring logic checks and data caching " "often execute here, but it comes down to the frequency at which one needs " "the evaluations to update. If they don't need to execute every frame, then " "implementing a Timer-timeout loop is another option." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:128 msgid "" "Use ``_physics_process()`` when one needs a framerate-independent delta time " "between frames. If code needs consistent updates over time, regardless of " "how fast or slow time advances, this is the right place. Recurring kinematic " "and object transform operations should execute here." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:133 msgid "" "While it is possible, to achieve the best performance, one should avoid " "making input checks during these callbacks. ``_process()`` and " "``_physics_process()`` will trigger at every opportunity (they do not " "\"rest\" by default). In contrast, ``*_input()`` callbacks will trigger only " "on frames in which the engine has actually detected the input." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:139 msgid "" "One can check for input actions within the input callbacks just the same. If " "one wants to use delta time, one can fetch it from the related delta time " "methods as needed." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:215 msgid "_init vs. initialization vs. export" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:217 msgid "" "If the script initializes its own node subtree, without a scene, that code " "should execute in ``_init()``. Other property or SceneTree-independent " "initializations should also run here." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:222 msgid "The C# equivalent to GDScript's ``_init()`` method is the constructor." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:224 msgid "" "``_init()`` triggers before ``_enter_tree()`` or ``_ready()``, but after a " "script creates and initializes its properties. When instantiating a scene, " "property values will set up according to the following sequence:" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:228 msgid "" "**Initial value assignment:** the property is assigned its initialization " "value, or its default value if one is not specified. If a setter exists, it " "is not used." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:231 msgid "" "``_init()`` **assignment:** the property's value is replaced by any " "assignments made in ``_init()``, triggering the setter." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:234 msgid "" "**Exported value assignment:** an exported property's value is again " "replaced by any value set in the Inspector, triggering the setter." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:306 msgid "" "As a result, instantiating a script versus a scene may affect both the " "initialization *and* the number of times the engine calls the setter." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:310 msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:312 msgid "" "When instantiating a scene connected to the first executed scene, Godot will " "instantiate nodes down the tree (making ``_init()`` calls) and build the " "tree going downwards from the root. This causes ``_enter_tree()`` calls to " "cascade down the tree. Once the tree is complete, leaf nodes call " "``_ready``. A node will call this method once all child nodes have finished " "calling theirs. This then causes a reverse cascade going up back to the " "tree's root." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:319 msgid "" "When instantiating a script or a standalone scene, nodes are not added to " "the SceneTree upon creation, so no ``_enter_tree()`` callbacks trigger. " "Instead, only the ``_init()`` call occurs. When the scene is added to the " "SceneTree, the ``_enter_tree()`` and ``_ready()`` calls occur." msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:324 msgid "" "If one needs to trigger behavior that occurs as nodes parent to another, " "regardless of whether it occurs as part of the main/active scene or not, one " "can use the :ref:`PARENTED ` " "notification. For example, here is a snippet that connects a node's method " "to a custom signal on the parent node without failing. Useful on data-" "centric nodes that one might create at runtime." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:6 msgid "Data preferences" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:8 msgid "" "Ever wondered whether one should approach problem X with data structure Y or " "Z? This article covers a variety of topics related to these dilemmas." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:13 msgid "" "This article makes references to \"[something]-time\" operations. This " "terminology comes from algorithm analysis' `Big O Notation `_." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:17 msgid "" "Long-story short, it describes the worst-case scenario of runtime length. In " "laymen's terms:" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:20 msgid "" "\"As the size of a problem domain increases, the runtime length of the " "algorithm...\"" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:23 msgid "Constant-time, ``O(1)``: \"...does not increase.\"" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:24 msgid "Logarithmic-time, ``O(log n)``: \"...increases at a slow rate.\"" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:25 msgid "Linear-time, ``O(n)``: \"...increases at the same rate.\"" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:26 msgid "Etc." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:28 msgid "" "Imagine if one had to process 3 million data points within a single frame. " "It would be impossible to craft the feature with a linear-time algorithm " "since the sheer size of the data would increase the runtime far beyond the " "time allotted. In comparison, using a constant-time algorithm could handle " "the operation without issue." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:34 msgid "" "By and large, developers want to avoid engaging in linear-time operations as " "much as possible. But, if one keeps the scale of a linear-time operation " "small, and if one does not need to perform the operation often, then it may " "be acceptable. Balancing these requirements and choosing the right " "algorithm / data structure for the job is part of what makes programmers' " "skills valuable." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:42 msgid "Array vs. Dictionary vs. Object" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:44 msgid "" "Godot stores all variables in the scripting API in the :ref:`Variant " "` class. Variants can store Variant-compatible data " "structures such as :ref:`Array ` and :ref:`Dictionary " "` as well as :ref:`Objects `." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:50 msgid "" "Godot implements Array as a ``Vector``. The engine stores the Array " "contents in a contiguous section of memory, i.e. they are in a row adjacent " "to each other." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:56 msgid "" "For those unfamiliar with C++, a Vector is the name of the array object in " "traditional C++ libraries. It is a \"templated\" type, meaning that its " "records can only contain a particular type (denoted by angled brackets). So, " "for example, a :ref:`PackedStringArray ` would be " "something like a ``Vector``." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:63 msgid "Contiguous memory stores imply the following operation performance:" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:65 msgid "**Iterate:** Fastest. Great for loops." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:67 msgid "Op: All it does is increment a counter to get to the next record." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:69 msgid "**Insert, Erase, Move:** Position-dependent. Generally slow." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:71 msgid "" "Op: Adding/removing/moving content involves moving the adjacent records over " "(to make room / fill space)." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:74 msgid "Fast add/remove *from the end*." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:76 msgid "Slow add/remove *from an arbitrary position*." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:78 msgid "Slowest add/remove *from the front*." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:80 msgid "If doing many inserts/removals *from the front*, then..." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:82 msgid "invert the array." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:84 msgid "do a loop which executes the Array changes *at the end*." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:86 msgid "re-invert the array." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:88 msgid "" "This makes only 2 copies of the array (still constant time, but slow) versus " "copying roughly 1/2 of the array, on average, N times (linear time)." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:91 msgid "" "**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " "etc. but cannot specify which record you want." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:94 msgid "Op: 1 addition operation from array start position up to desired index." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:96 msgid "**Find:** Slowest. Identifies the index/position of a value." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:98 msgid "" "Op: Must iterate through array and compare values until one finds a match." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:100 msgid "" "Performance is also dependent on whether one needs an exhaustive search." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:103 msgid "" "If kept ordered, custom search operations can bring it to logarithmic time " "(relatively fast). Laymen users won't be comfortable with this though. Done " "by re-sorting the Array after every edit and writing an ordered-aware search " "algorithm." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:108 msgid "" "Godot implements Dictionary as a ``HashMap``. The engine stores a small array (initialized " "to 2^3 or 8 records) of key-value pairs. When one attempts to access a " "value, they provide it a key. It then *hashes* the key, i.e. converts it " "into a number. The \"hash\" is used to calculate the index into the array. " "As an array, the HM then has a quick lookup within the \"table\" of keys " "mapped to values. When the HashMap becomes too full, it increases to the " "next power of 2 (so, 16 records, then 32, etc.) and rebuilds the structure." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:116 msgid "" "Hashes are to reduce the chance of a key collision. If one occurs, the table " "must recalculate another index for the value that takes the previous " "position into account. In all, this results in constant-time access to all " "records at the expense of memory and some minor operational efficiency." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:121 msgid "Hashing every key an arbitrary number of times." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:123 msgid "" "Hash operations are constant-time, so even if an algorithm must do more than " "one, as long as the number of hash calculations doesn't become too dependent " "on the density of the table, things will stay fast. Which leads to..." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:128 msgid "Maintaining an ever-growing size for the table." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:130 msgid "" "HashMaps maintain gaps of unused memory interspersed in the table on purpose " "to reduce hash collisions and maintain the speed of accesses. This is why it " "constantly increases in size exponentially by powers of 2." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:135 msgid "" "As one might be able to tell, Dictionaries specialize in tasks that Arrays " "do not. An overview of their operational details is as follows:" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:138 msgid "**Iterate:** Fast." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:140 msgid "" "Op: Iterate over the map's internal vector of hashes. Return each key. " "Afterwards, users then use the key to jump to and return the desired value." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:144 msgid "**Insert, Erase, Move:** Fastest." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:146 msgid "" "Op: Hash the given key. Do 1 addition operation to look up the appropriate " "value (array start + offset). Move is two of these (one insert, one erase). " "The map must do some maintenance to preserve its capabilities:" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:151 msgid "update ordered List of records." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:153 msgid "determine if table density mandates a need to expand table capacity." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:155 msgid "" "The Dictionary remembers in what order users inserted its keys. This enables " "it to execute reliable iterations." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:158 msgid "**Get, Set:** Fastest. Same as a lookup *by key*." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:160 msgid "Op: Same as insert/erase/move." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:162 msgid "**Find:** Slowest. Identifies the key of a value." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:164 msgid "" "Op: Must iterate through records and compare the value until a match is " "found." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:167 msgid "" "Note that Godot does not provide this feature out-of-the-box (because they " "aren't meant for this task)." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:170 msgid "" "Godot implements Objects as stupid, but dynamic containers of data content. " "Objects query data sources when posed questions. For example, to answer the " "question, \"do you have a property called, 'position'?\", it might ask " "its :ref:`script ` or the :ref:`ClassDB `. One " "can find more information about what objects are and how they work in " "the :ref:`doc_what_are_godot_classes` article." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:177 msgid "" "The important detail here is the complexity of the Object's task. Every time " "it performs one of these multi-source queries, it runs through *several* " "iteration loops and HashMap lookups. What's more, the queries are linear-" "time operations dependent on the Object's inheritance hierarchy size. If the " "class the Object queries (its current class) doesn't find anything, the " "request defers to the next base class, all the way up until the original " "Object class. While these are each fast operations in isolation, the fact " "that it must make so many checks is what makes them slower than both of the " "alternatives for looking up data." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:189 msgid "" "When developers mention how slow the scripting API is, it is this chain of " "queries they refer to. Compared to compiled C++ code where the application " "knows exactly where to go to find anything, it is inevitable that scripting " "API operations will take much longer. They must locate the source of any " "relevant data before they can attempt to access it." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:195 msgid "" "The reason GDScript is slow is because every operation it performs passes " "through this system." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:198 msgid "" "C# can process some content at higher speeds via more optimized bytecode. " "But, if the C# script calls into an engine class' content or if the script " "tries to access something external to it, it will go through this pipeline." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:203 msgid "" "NativeScript C++ goes even further and keeps everything internal by default. " "Calls into external structures will go through the scripting API. In " "NativeScript C++, registering methods to expose them to the scripting API is " "a manual task. It is at this point that external, non-C++ classes will use " "the API to locate them." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:209 msgid "" "So, assuming one extends from Reference to create a data structure, like an " "Array or Dictionary, why choose an Object over the other two options?" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:212 msgid "" "**Control:** With objects comes the ability to create more sophisticated " "structures. One can layer abstractions over the data to ensure the external " "API doesn't change in response to internal data structure changes. What's " "more, Objects can have signals, allowing for reactive behavior." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:217 msgid "" "**Clarity:** Objects are a reliable data source when it comes to the data " "that scripts and engine classes define for them. Properties may not hold the " "values one expects, but one doesn't need to worry about whether the property " "exists in the first place." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:222 msgid "" "**Convenience:** If one already has a similar data structure in mind, then " "extending from an existing class makes the task of building the data " "structure much easier. In comparison, Arrays and Dictionaries don't fulfill " "all use cases one might have." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:227 msgid "" "Objects also give users the opportunity to create even more specialized data " "structures. With it, one can design their own List, Binary Search Tree, " "Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:231 msgid "" "\"Why not use Node for tree structures?\" one might ask. Well, the Node " "class contains things that won't be relevant to one's custom data structure. " "As such, it can be helpful to construct one's own node type when building " "tree structures." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:278 msgid "" "From here, one can then create their own structures with specific features, " "limited only by their imagination." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:282 msgid "Enumerations: int vs. string" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:284 msgid "" "Most languages offer an enumeration type option. GDScript is no different, " "but unlike most other languages, it allows one to use either integers or " "strings for the enum values (the latter only when using the ``@export_enum`` " "annotation in GDScript). The question then arises, \"which should one use?\"" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:289 msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:293 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:297 msgid "" "The primary issue with using integers comes up when one wants to *print* an " "enum value. As integers, attempting to print ``MY_ENUM`` will print ``5`` or " "what-have-you, rather than something like ``\"MyEnum\"``. To print an " "integer enum, one would have to write a Dictionary that maps the " "corresponding string value for each enum." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:303 msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " "use them as strings. That way, a separate data structure to execute on the " "printing is unnecessary." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:309 msgid "" "AnimatedTexture vs. AnimatedSprite2D vs. AnimationPlayer vs. AnimationTree" msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:311 msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:314 msgid "" ":ref:`AnimatedTexture ` is a texture that the engine " "draws as an animated loop rather than a static image. Users can manipulate..." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:318 msgid "the rate at which it moves across each section of the texture (FPS)." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:320 msgid "the number of regions contained within the texture (frames)." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:322 msgid "" "Godot's :ref:`RenderingServer ` then draws the " "regions in sequence at the prescribed rate. The good news is that this " "involves no extra logic on the part of the engine. The bad news is that " "users have very little control." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:327 msgid "" "Also note that AnimatedTexture is a :ref:`Resource ` unlike " "the other :ref:`Node ` objects discussed here. One might create " "a :ref:`Sprite2D ` node that uses AnimatedTexture as its " "texture. Or (something the others can't do) one could add AnimatedTextures " "as tiles in a :ref:`TileSet ` and integrate it with " "a :ref:`TileMapLayer ` for many auto-animating " "backgrounds that all render in a single batched draw call." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:335 msgid "" "The :ref:`AnimatedSprite2D ` node, in combination " "with the :ref:`SpriteFrames ` resource, allows one to " "create a variety of animation sequences through spritesheets, flip between " "animations, and control their speed, regional offset, and orientation. This " "makes them well-suited to controlling 2D frame-based animations." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:341 msgid "" "If one needs to trigger other effects in relation to animation changes (for " "example, create particle effects, call functions, or manipulate other " "peripheral elements besides the frame-based animation), then one will need " "to use an :ref:`AnimationPlayer ` node in conjunction " "with the AnimatedSprite2D." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:347 msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:350 msgid "**Cut-out animations:** editing sprites' transforms at runtime." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:352 msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " "the texture in proportion to the bones' relationships to each other." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:357 msgid "A mix of the above." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:359 msgid "" "While one needs an AnimationPlayer to design each of the individual " "animation sequences for a game, it can also be useful to combine animations " "for blending, i.e. enabling smooth transitions between these animations. " "There may also be a hierarchical structure between animations that one plans " "out for their object. These are the cases where the :ref:`AnimationTree " "` shines. One can find an in-depth guide on using the " "AnimationTree :ref:`here `." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:4 msgid "Logic preferences" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:6 msgid "" "Ever wondered whether one should approach problem X with strategy Y or Z? " "This article covers a variety of topics related to these dilemmas." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:10 msgid "Adding nodes and changing properties: which first?" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:12 msgid "" "When initializing nodes from a script at runtime, you may need to change " "properties such as the node's name or position. A common dilemma is, when " "should you change those values?" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:16 msgid "" "It is the best practice to change values on a node before adding it to the " "scene tree. Some property's setters have code to update other corresponding " "values, and that code can be slow! For most cases, this code has no impact " "on your game's performance, but in heavy use cases such as procedural " "generation, it can bring your game to a crawl." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:22 msgid "" "For these reasons, it is usually best practice to set the initial values of " "a node before adding it to the scene tree. There are some exceptions where " "values *can't* be set before being added to the scene tree, like setting " "global position." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:28 msgid "Loading vs. preloading" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:30 msgid "" "In GDScript, there exists the global :ref:`preload " "` method. It loads resources as early as " "possible to front-load the \"loading\" operations and avoid loading " "resources while in the middle of performance-sensitive code." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:35 msgid "" "Its counterpart, the :ref:`load ` method, loads " "a resource only when it reaches the load statement. That is, it will load a " "resource in-place which can cause slowdowns when it occurs in the middle of " "sensitive processes. The ``load()`` function is also an alias " "for :ref:`ResourceLoader.load(path) ` " "which is accessible to *all* scripting languages." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:42 msgid "" "So, when exactly does preloading occur versus loading, and when should one " "use either? Let's see an example:" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:122 msgid "" "Preloading allows the script to handle all the loading the moment one loads " "the script. Preloading is useful, but there are also times when one doesn't " "wish to use it. Here are a few considerations when determining which to use:" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:126 msgid "" "If one cannot determine when the script might load, then preloading a " "resource (especially a scene or script) could result in additional loads one " "does not expect. This could lead to unintentional, variable-length load " "times on top of the original script's load operations." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:131 msgid "" "If something else could replace the value (like a scene's exported " "initialization), then preloading the value has no meaning. This point isn't " "a significant factor if one intends to always create the script on its own." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:135 msgid "" "If one wishes only to 'import' another class resource (script or scene), " "then using a preloaded constant is often the best course of action. However, " "in exceptional cases, one may wish not to do this:" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:139 msgid "" "If the 'imported' class is liable to change, then it should be a property " "instead, initialized either using an ``@export`` or a ``load()`` (and " "perhaps not even initialized until later)." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:143 msgid "" "If the script requires a great many dependencies, and one does not wish to " "consume so much memory, then one may wish to load and unload various " "dependencies at runtime as circumstances change. If one preloads resources " "into constants, then the only way to unload these resources would be to " "unload the entire script. If they are instead loaded as properties, then one " "can set these properties to ``null`` and remove all references to the " "resource (which, as a :ref:`RefCounted `-extending type, " "will cause the resources to delete themselves from memory)." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:154 msgid "Large levels: static vs. dynamic" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:156 msgid "" "If one is creating a large level, which circumstances are most appropriate? " "Is it better to create the level as one static space? Or is it better to " "load the level in pieces and shift the world's content as needed?" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:160 msgid "" "Well, the simple answer is, \"when the performance requires it.\" The " "dilemma associated with the two options is one of the age-old programming " "choices: does one optimize memory over speed, or vice versa?" msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:164 msgid "" "The naive answer is to use a static level that loads everything at once. " "But, depending on the project, this could consume a large amount of memory. " "Wasting users' RAM leads to programs running slow or outright crashing from " "everything else the computer tries to do at the same time." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:169 msgid "" "No matter what, one should break larger scenes into smaller ones (to aid in " "reusability of assets). Developers can then design a node that manages the " "creation/loading and deletion/unloading of resources and nodes in real-time. " "Games with large and varied environments or procedurally generated elements " "often implement these strategies to avoid wasting memory." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:175 msgid "" "On the flip side, coding a dynamic system is more complex; it uses more " "programmed logic which results in opportunities for errors and bugs. If one " "isn't careful, they can develop a system that bloats the technical debt of " "the application." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:180 msgid "As such, the best options would be..." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:182 msgid "Use static levels for smaller games." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:184 msgid "" "If one has the time/resources on a medium/large game, create a library or " "plugin that can manage nodes and resources with code. If refined over time " "so as to improve usability and stability, then it could evolve into a " "reliable tool across projects." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:189 msgid "" "Use dynamic logic for a medium/large game because one has the coding skills, " "but not the time or resources to refine the code (game's gotta get done). " "Could potentially refactor later to outsource the code into a plugin." msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:194 msgid "" "For an example of the various ways one can swap scenes around at runtime, " "please see the :ref:`\"Change scenes manually\" " "` documentation." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:4 msgid "Project organization" msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:9 msgid "" "Since Godot has no restrictions on project structure or filesystem usage, " "organizing files when learning the engine can seem challenging. This " "tutorial suggests a workflow which should be a good starting point. We will " "also cover using version control with Godot." msgstr "" "Aangezien Godot geen beperkingen heeft op projectstructuur of het gebruik " "van het bestandssysteem, kan het structureren van bestanden uitdagend lijken " "tijdens het leren van de engine. Deze handleiding stelt een manier van " "werken voor die een goed uitgangspunt zou moeten zijn. We zullen ook het " "gebruik van versiebeheer met Godot behandelen." #: ../../docs/tutorials/best_practices/project_organization.rst:15 msgid "Organization" msgstr "Organisatie" #: ../../docs/tutorials/best_practices/project_organization.rst:17 msgid "" "Godot is scene-based in nature, and uses the filesystem as-is, without " "metadata or an asset database." msgstr "" "Godot is van nature gebaseerd op scènes en gebruikt het bestandssysteem " "zoals het is, zonder metadata of een databank voor assets." #: ../../docs/tutorials/best_practices/project_organization.rst:20 msgid "" "Unlike other engines, many resources are contained within the scene itself, " "so the amount of files in the filesystem is considerably lower." msgstr "" "In tegenstelling tot andere engines bevat een scènebestand zelf veel " "hulpbronnen, waardoor het aantal bestanden in het bestandssysteem " "aanzienlijk kleiner is." #: ../../docs/tutorials/best_practices/project_organization.rst:23 msgid "" "Considering that, the most common approach is to group assets as close to " "scenes as possible; when a project grows, it makes it more maintainable." msgstr "" "Met dit in gedachten, is het gebruikelijk om hulpbronnen zo dicht mogelijk " "bij een scène te groeperen; wanneer een project groeit, maakt dit het " "eenvoudiger om te overzien." #: ../../docs/tutorials/best_practices/project_organization.rst:27 msgid "" "As an example, one can usually place into a single folder their basic " "assets, such as sprite images, 3D model meshes, materials, and music, etc. " "They can then use a separate folder to store built levels that use them." msgstr "" "Als voorbeeld, het is vaak mogelijk om basismaterialen (afbeeldingen, 3D " "modellen, texturen, muziek, enzovoort) elk in één map te plaatsen. " "Vervolgens kan nog een map gebruikt worden voor levels die deze bronnen " "gebruikt." #: ../../docs/tutorials/best_practices/project_organization.rst:48 msgid "Style guide" msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:50 msgid "" "For consistency across projects, we recommend following these guidelines:" msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:52 msgid "" "Use **snake_case** for folder and file names (with the exception of C# " "scripts). This sidesteps case sensitivity issues that can crop up after " "exporting a project on Windows. C# scripts are an exception to this rule, as " "the convention is to name them after the class name which should be in " "PascalCase." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:57 msgid "" "Use **PascalCase** for node names, as this matches built-in node casing." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:58 msgid "" "In general, keep third-party resources in a top-level ``addons/`` folder, " "even if they aren't editor plugins. This makes it easier to track which " "files are third-party. There are some exceptions to this rule; for instance, " "if you use third-party game assets for a character, it makes more sense to " "include them within the same folder as the character scenes and scripts." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:65 msgid "Importing" msgstr "Importeren" #: ../../docs/tutorials/best_practices/project_organization.rst:67 msgid "" "Godot versions prior to 3.0 did the import process from files outside the " "project. While this can be useful in large projects, it resulted in an " "organization hassle for most developers." msgstr "" "Voor Godot versie 3.0, voerden het importproces uit van bestanden buiten het " "project, hoewel dit nuttig kan zijn in grote projecten, resulteerde in " "organisatorische problemen voor de meeste ontwikkelaars." #: ../../docs/tutorials/best_practices/project_organization.rst:71 msgid "" "Because of this, assets are now transparently imported from within the " "project folder." msgstr "" "Dit is de reden dat bestanden in de projectmap nu automatisch geïmporteerd " "worden." #: ../../docs/tutorials/best_practices/project_organization.rst:75 msgid "Ignoring specific folders" msgstr "Bepaalde mappen negeren" #: ../../docs/tutorials/best_practices/project_organization.rst:77 msgid "" "To prevent Godot from importing files contained in a specific folder, create " "an empty file called ``.gdignore`` in the folder (the leading ``.`` is " "required). This can be useful to speed up the initial project importing." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:83 msgid "" "To create a file whose name starts with a dot on Windows, place a dot at " "both the beginning and end of the filename (\".gdignore.\"). Windows will " "automatically remove the trailing dot when you confirm the name." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:87 msgid "" "Alternatively, you can use a text editor such as Notepad++ or use the " "following command in a command prompt: ``type nul > .gdignore``" msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:90 msgid "" "Once the folder is ignored, resources in that folder can't be loaded anymore " "using the ``load()`` and ``preload()`` methods. Ignoring a folder will also " "automatically hide it from the FileSystem dock, which can be useful to " "reduce clutter." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:94 msgid "" "Note that the ``.gdignore`` file's contents are ignored, which is why the " "file should be empty. It does not support patterns like ``.gitignore`` files " "do." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:100 msgid "Case sensitivity" msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:102 msgid "" "Windows and recent macOS versions use case-insensitive filesystems by " "default, whereas Linux distributions use a case-sensitive filesystem by " "default. This can cause issues after exporting a project, since Godot's PCK " "virtual filesystem is case-sensitive. To avoid this, it's recommended to " "stick to ``snake_case`` naming for all files in the project (and lowercase " "characters in general)." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:111 msgid "" "You can break this rule when style guides say otherwise (such as the C# " "style guide). Still, be consistent to avoid mistakes." msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:114 msgid "" "On Windows 10, to further avoid mistakes related to case sensitivity, you " "can also make the project folder case-sensitive. After enabling the Windows " "Subsystem for Linux feature, run the following command in a PowerShell " "window:" msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:126 msgid "" "If you haven't enabled the Windows Subsystem for Linux, you can enter the " "following line in a PowerShell window *running as Administrator* then reboot " "when asked:" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:4 msgid "Version control systems" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:9 msgid "" "Godot aims to be VCS-friendly and generate mostly readable and mergeable " "files." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:12 msgid "Version control plugins" msgstr "Versiebeheer plugins" #: ../../docs/tutorials/best_practices/version_control_systems.rst:14 msgid "" "Godot also supports the use of version control systems in the editor itself. " "However, version control in the editor requires a plugin for the specific " "VCS you're using." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:18 msgid "" "As of October 2025, there is only a Git plugin available, but the community " "may create additional VCS plugins." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:22 msgid "Official Git plugin" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:24 msgid "" "Using Git from inside the editor is supported with an official plugin. You " "can find the latest releases on `GitHub `__." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:28 msgid "" "Documentation on how to use the Git plugin can be found on its `wiki " "`__." msgstr "" "Documentatie voor het gebruik van de Git plugin staat op de bijbehorende " "`wiki `__." #: ../../docs/tutorials/best_practices/version_control_systems.rst:32 msgid "Files to exclude from VCS" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:36 msgid "" "This lists files and folders that should be ignored from version control in " "Godot 4.1 and later." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:39 msgid "" "The list of files of folders that should be ignored from version control in " "Godot 3.x and Godot 4.0 is **entirely** different. This is important, as " "Godot 3.x and 4.0 may store sensitive credentials in ``export_presets.cfg`` " "(unlike Godot 4.1 and later)." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:44 msgid "" "If you are using Godot 3, check the ``3.6`` version of this documentation " "page instead." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:47 msgid "" "There are some files and folders Godot automatically creates when opening a " "project in the editor for the first time. To avoid bloating your version " "control repository with generated data, you should add them to your VCS " "ignore:" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:51 msgid "``.godot/``: This folder stores various project cache data." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:52 msgid "" "``*.translation``: These files are binary imported :ref:`translations " "` generated from CSV files." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:55 msgid "" "You can make the Godot project manager generate version control metadata for " "you automatically when creating a project. When choosing the **Git** option, " "this creates ``.gitignore`` and ``.gitattributes`` files in the project root:" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:59 msgid "" "Creating version control metadata in the project manager's New Project dialog" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:63 msgid "" "Creating version control metadata in the project manager's **New Project** " "dialog" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:65 msgid "" "In existing projects, select the **Project** menu at the top of the editor, " "then choose **Version Control > Generate Version Control Metadata**. This " "creates the same files as if the operation was performed in the project " "manager." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:70 msgid "Working with Git on Windows" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:72 msgid "" "Most Git for Windows clients are configured with the ``core.autocrlf`` set " "to ``true``. This can lead to files unnecessarily being marked as modified " "by Git due to their line endings being converted from LF to CRLF " "automatically." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:76 msgid "It is better to set this option as:" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:82 msgid "" "Creating version control metadata using the project manager or editor will " "automatically enforce LF line endings using the ``.gitattributes`` file. In " "this case, you don't need to change your Git configuration." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:87 msgid "Git LFS" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:89 msgid "" "Git LFS (Large File Storage) is a Git extension that allows you to manage " "large files in your repository. It replaces large files with text pointers " "inside Git, while storing the file contents on a remote server. This is " "useful for managing large assets, such as textures, audio files, and 3D " "models, without bloating your Git repository." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:97 msgid "" "When using Git LFS you will want to ensure it is setup before you commit any " "files to your repository. If you have already committed files to your " "repository, you will need to remove them from the repository and re-add them " "after setting up Git LFS." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:101 msgid "" "It is possible to use ``git lfs migrate`` to convert existing files in your " "repository, but this is more in-depth and requires a good understanding of " "Git." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:104 msgid "" "A common approach is setting up a new repository with Git LFS (and a proper " "``.gitattributes``), then copying the files from the old repository to the " "new one. This way, you can ensure that all files are tracked by LFS from the " "start." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:108 msgid "" "To use Git LFS with Godot, you need to install the Git LFS extension and " "configure it to track the file types you want to manage. You can do this by " "running the following command in your terminal: ::" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:115 msgid "" "This will create a ``.gitattributes`` file in your repository that tells Git " "to use LFS for the specified file types. You can add more file types by " "modifying the ``.gitattributes`` file. For example, to track all GLB files, " "you can do this by running the following command in your terminal: ::" msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:123 msgid "" "When you add or modify files that are tracked by LFS, Git will automatically " "store them in LFS instead of the regular Git history. You can push and pull " "LFS files just like regular Git files, but keep in mind that LFS files are " "stored separately from the rest of your Git history. This means that you may " "need to install Git LFS on any machine that you clone the repository to in " "order to access the LFS files." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:130 msgid "" "Below is an example ``.gitattributes`` file that you can use as a starting " "point for Git LFS. These file types were chosen because they are commonly " "used, but you can modify the list to include any binary types you may have " "in your project." msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:177 msgid "" "For more information on Git LFS, check the official documentation: https://" "git-lfs.github.com/ and https://docs.github.com/en/repositories/working-with-" "files/managing-large-files." msgstr "" #: ../../docs/tutorials/troubleshooting.rst:4 #: ../../docs/tutorials/3d/particles/collision.rst:170 #: ../../docs/tutorials/3d/occlusion_culling.rst:272 #: ../../docs/tutorials/3d/resolution_scaling.rst:269 #: ../../docs/tutorials/audio/text_to_speech.rst:86 #: ../../docs/tutorials/export/exporting_pcks.rst:156 #: ../../docs/tutorials/export/exporting_for_ios.rst:152 #: ../../docs/tutorials/export/exporting_for_web.rst:459 #: ../../docs/tutorials/export/one-click_deploy.rst:100 #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:284 #: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:403 #: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:485 #: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:310 #: ../../docs/engine_details/development/compiling/compiling_for_android.rst:249 #: ../../docs/engine_details/development/compiling/compiling_for_ios.rst:96 #: ../../docs/engine_details/development/compiling/compiling_with_script_encryption_key.rst:77 #: ../../docs/engine_details/editor/creating_icons.rst:82 msgid "Troubleshooting" msgstr "Probleemoplossing" #: ../../docs/tutorials/troubleshooting.rst:6 msgid "" "This page lists common issues encountered when using Godot and possible " "solutions." msgstr "" "Deze pagina lijst veelvoorkomende problemen op en de moeilijke oplossingen." #: ../../docs/tutorials/troubleshooting.rst:10 msgid "" "See :ref:`doc_using_the_web_editor` for caveats specific to the Web version " "of the Godot editor." msgstr "" "Bekijk :ref:`doc_using_the_web_editor` voor gevallen specifiek voor de Web-" "versie van de Godot editor." #: ../../docs/tutorials/troubleshooting.rst:14 msgid "" "The editor runs slowly and uses all my CPU and GPU resources, making my " "computer noisy" msgstr "" "De editor draait langzaam en gebruikt al mijn CPU en GPU vermogen, wat mijn " "computer luidruchtig maakt" #: ../../docs/tutorials/troubleshooting.rst:16 msgid "" "This is a known issue, especially on macOS since most Macs have Retina " "displays. Due to Retina displays' higher pixel density, everything has to be " "rendered at a higher resolution. This increases the load on the GPU and " "decreases perceived performance." msgstr "" "Dit is een bekend probleem, vooral op macOS omdat de meeste Macs Retina " "schermen hebben. Retina schermen hebben een hogere pixel dichtheid, waardoor " "alles op een hogere resolutie gerendered moet worden. Dit verhoogt de lading " "op de GPU en vermindert de prestaties." #: ../../docs/tutorials/troubleshooting.rst:21 msgid "There are several ways to improve performance and battery life:" msgstr "" "Er zijn verscheidene manieren om prestaties en batterijduur te verbeteren:" #: ../../docs/tutorials/troubleshooting.rst:23 msgid "" "In 3D, click the **Perspective** button in the top left corner and enable " "**Half Resolution**. The 3D viewport will now be rendered at half " "resolution, which can be up to 4 times faster." msgstr "" "Voor 3D, klik op **Perspectief** in de linkerbovenhoek en kies voor **Halve " "Resolutie**. De 3D viewport wordt nu gerendered op halve resolutie, wat tot " "wel viermaal sneller kan zijn." #: ../../docs/tutorials/troubleshooting.rst:26 #, fuzzy msgid "" "Open the Editor Settings and increase the value of **Low Processor Mode " "Sleep (µsec)** to ``33000`` (30 FPS). This value determines the amount of " "*microseconds* between frames to render. Higher values will make the editor " "feel less reactive, but will help decrease CPU and GPU usage significantly." msgstr "" "Open de Editor Instellingen en vergroot de waarde van **Low Processor Mode " "Sleep (µsec)** naar ``33000`` (30 FPS). Deze waarde bepaalt hoeveel " "*microseconden* er tussen frames het renderen van frames zit. Hogere waarden " "maakt de editor minder reactief, maar verlaagt het gebruik van CPU en GPU." #: ../../docs/tutorials/troubleshooting.rst:30 #, fuzzy msgid "" "If you have a node that causes the editor to redraw continuously (such as " "particles), hide it and show it using a script in the ``_ready()`` method. " "This way, it will be hidden in the editor, but will still be visible in the " "running project." msgstr "" "Als je een node hebt dat de editor constant laat hertekenen (zoals particles " "doen), verberg het dan en maak het zichtbaar via de ``_ready()`` methode in " "een script. Hierdoor is het in de editor verborgen, maar direct zichtbaar " "als het project draait." #: ../../docs/tutorials/troubleshooting.rst:36 msgid "" "The editor stutters and flickers on my variable refresh rate monitor (G-Sync/" "FreeSync)" msgstr "" "De editor blijft hangen en knippert op mijn variabel verversende scherm (G-" "Sync/FreeSync)" #: ../../docs/tutorials/troubleshooting.rst:38 msgid "" "This is a `known issue `__. Variable refresh rate monitors need to adjust their gamma curves " "continuously to emit a consistent amount of light over time. This can cause " "flicker to appear in dark areas of the image when the refresh rate varies a " "lot, which occurs as the Godot editor only redraws when necessary." msgstr "" "Dit is een `bekende kwestie `__. Variabel verversende schermen moeten hun gamma curves voortdurend " "aanpassen om een consistente hoeveelheid licht over de tijd uit te zenden. " "Dit kan knipperen in donkere gebieden als het verversen veel varieert, de " "Godot editor tekent alleen opnieuw wanneer het nodig is." #: ../../docs/tutorials/troubleshooting.rst:44 msgid "There are several workarounds for this:" msgstr "Er zijn meerdere omwegen hiervoor:" #: ../../docs/tutorials/troubleshooting.rst:46 #, fuzzy msgid "" "Enable **Interface > Editor > Update Continuously** in the Editor Settings. " "Keep in mind this will increase power usage and heat/noise emissions since " "the editor will now be rendering constantly, even if nothing has changed on " "screen. To alleviate this, you can increase **Low Processor Mode Sleep " "(µsec)** to ``33000`` (30 FPS) in the Editor Settings. This value determines " "the amount of *microseconds* between frames to render. Higher values will " "make the editor feel less reactive, but will help decrease CPU and GPU usage " "significantly." msgstr "" "Zet **Interface > Editor > Update Doorlopend** aan in de Editor " "Instellingen. Dit zal stroom gebruik en hitte/geluid versterken omdat de " "editor constant bezig is, zelfs als er niets veranderd op het scherm. Om dit " "te verlichten, kan de waarde van **Low Processor Mode Sleep (µsec)** " "vergroot worden naar ``33000`` (30 FPS) in de Editor Instellingen. Deze " "waarde bepaalt hoeveel *microseconden* er tussen frames het renderen van " "frames zit. Hogere waarden maakt de editor minder reactief, maar verlaagt " "het gebruik van CPU en GPU." #: ../../docs/tutorials/troubleshooting.rst:53 msgid "" "Alternatively, disable variable refresh rate on your monitor or in the " "graphics driver." msgstr "" "Een andere oplossing is variabele verversing uitschakelen op je scherm of in " "de graphics driver." #: ../../docs/tutorials/troubleshooting.rst:54 msgid "" "VRR flicker can be reduced on some displays using the **VRR Control** or " "**Fine Tune Dark Areas** options in your monitor's OSD. These options may " "increase input lag or result in crushed blacks." msgstr "" "Het VRR-knipperen kan verminderd worden door **VRR Control** of **Fine Tune " "Dark Areas** in te schakelen op je scherm als die dit ondersteund. Hierdoor " "kan de invoer vertragen of donkere delen niet meer juist weergeven." #: ../../docs/tutorials/troubleshooting.rst:57 msgid "" "If using an OLED display, use the **Black (OLED)** editor theme preset in " "the Editor Settings. This hides VRR flicker thanks to OLED's perfect black " "levels." msgstr "" "Als je een OLED scherm gebruikt, gebruik dan het **Black (OLED)**-thema in " "de Editor Instellingen. Dit verbergt het VRR-knipperen omdat OLED zwart " "perfect kan weergeven." #: ../../docs/tutorials/troubleshooting.rst:61 msgid "The editor or project takes a very long time to start" msgstr "De editor of het project duurt erg lang om op te starten" #: ../../docs/tutorials/troubleshooting.rst:63 #, fuzzy msgid "" "When using one of the RenderingDevice-based renderers (Forward+ or Mobile), " "the first startup is expected to be relatively long. This is because shaders " "need to be compiled before they can be cached. Shaders also need to be " "cached again after updating Godot, after updating graphics drivers or after " "switching graphics cards." msgstr "" "Als je met een van de Vulkan-gebaseerde renderaars (Forward + Forward " "Mobile) werkt, duurt de eerste opstart waarschijnlijk lang. Dit is omdat de " "shaders moeten worden samengesteld voordat ze kunnen worden hergebruikt. " "Shaders moeten ook opnieuw worden samengesteld na het bijwerken van Godot, " "bijwerken van graphics drivers of na het verwisselen van grafische kaarten." #: ../../docs/tutorials/troubleshooting.rst:69 msgid "" "If the issue persists after the first startup, this is a `known bug `__ on Windows when you have " "specific USB peripherals connected. In particular, Corsair's iCUE software " "seems to cause this bug. Try updating your USB peripherals' drivers to their " "latest version. If the bug persists, you need to disconnect the specific " "peripheral before opening the editor. You can then connect the peripheral " "again." msgstr "" "Als het probleem zich blijft voor doen, kan dit een `bekend probleem " "`__ zijn op Windows als u " "specifieke USB apparaten heeft verbonden. Corsair's ICUE software kan deze " "fout veroorzaken. Probeer de drivers van de USB apparaten te updaten naar " "hun nieuwste versie. Als het probleem zich blijft voordoen, moet je de " "specifieke apparaten losmaken voor je de editor opent. Dan kun je de " "apparaten daarna weer verbinden." #: ../../docs/tutorials/troubleshooting.rst:77 msgid "" "Firewall software such as Portmaster may also cause the debug port to be " "blocked. This causes the project to take a long time to start, while being " "unable to use debugging features in the editor (such as viewing ``print()`` " "output). You can work this around by changing the debug port used by the " "project in the Editor Settings (**Network > Debug > Remote Port**). The " "default is ``6007``; try another value that is greater than ``1024``, such " "as ``7007``." msgstr "" #: ../../docs/tutorials/troubleshooting.rst:84 msgid "" "On Windows, when loading the project for the first time after the PC is " "turned on, Windows Defender will cause the filesystem cache validation on " "project startup to take significantly longer. This is especially noticeable " "in projects with a large number of files. Consinder adding the project " "folder to the list of exclusions by going to Virus & threat protection > " "Virus & threat protection settings > Add or remove exclusions." msgstr "" #: ../../docs/tutorials/troubleshooting.rst:92 msgid "The Godot editor appears frozen after clicking the system console" msgstr "De Godot editor lijkt bevroren na het kliken op de systeem console" #: ../../docs/tutorials/troubleshooting.rst:94 msgid "" "When running Godot on Windows with the system console enabled, you can " "accidentally enable *selection mode* by clicking inside the command window. " "This Windows-specific behavior pauses the application to let you select text " "inside the system console. Godot cannot override this system-specific " "behavior." msgstr "" "Wanneer Godot op Windows draait met de systeem console aan, kun je per " "ongeluk *selectie modus* aanzetten binnen het commando venster. Dit Windows-" "specifieke gedrag pauzeert de applicatie om de gebruiker tekst te laten " "selecteren binnen de systeem console. Godot kan dit gedrag niet aanpassen." #: ../../docs/tutorials/troubleshooting.rst:99 msgid "" "To solve this, select the system console window and press Enter to leave " "selection mode." msgstr "" "Om dit op te lossen, selecteer je het systeem console-venster en druk je op " "Enter om de selectiemodus te verlaten." #: ../../docs/tutorials/troubleshooting.rst:103 msgid "" "The Godot editor's macOS dock icon gets duplicated every time it is manually " "moved" msgstr "" "Het icoon die de Godot editor heeft op de macOS dock dupliceert elke keer " "als het handmatig verplaatst wordt" #: ../../docs/tutorials/troubleshooting.rst:105 msgid "" "If you open the Godot editor and manually change the position of the dock " "icon, then restart the editor, you will get a duplicate dock icon all the " "way to the right of the dock." msgstr "" "Als je de Godot editor opent en handmatig de positie van het dock icoon " "wijzigt, en daarna de editor herstart, krijg je een duplicaat dock icoon " "helemaal naar rechts van het dock." #: ../../docs/tutorials/troubleshooting.rst:109 msgid "" "This is due to a design limitation of the macOS dock. The only known way to " "resolve this would be to merge the project manager and editor into a single " "process, which means the project manager would no longer spawn a separate " "process when starting the editor. While using a single process instance " "would bring several benefits, it isn't planned to be done in the near future " "due to the complexity of the task." msgstr "" "Dit komt door een ontworpen beperking van de macOS dock. De enige manier om " "dit op te lossen zou zijn om de projectmanager en editor als een enkel " "proces te draaien, wat betekent dat de projectmanager niet langer een apart " "proces zou maken bij het starten van de editor. Hoewel dit enkele proces " "meerdere voordelen zou hebben, is dit niet gepland voor de nabije toekomst " "door de complexiteit van deze taak." #: ../../docs/tutorials/troubleshooting.rst:116 msgid "" "To avoid this issue, keep the Godot editor's dock icon at its default " "location as created by macOS." msgstr "" "Vermijd dit probleem door het icoon van de Godot editor op de dock op de " "standaard locatie te houden zoals macOS het zelf aanmaakt." #: ../../docs/tutorials/troubleshooting.rst:120 msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the Project " "Manager and editor window" msgstr "" "Sommige tekst zoals \"NO DC\" verschijnt in de linkerbovenhoek van de " "Project Beheerder en editor-venster" #: ../../docs/tutorials/troubleshooting.rst:122 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "information." msgstr "" "Dit komt door de NVIDIA graphics driver die informatie toevoegt op het " "huidige scherm." #: ../../docs/tutorials/troubleshooting.rst:124 msgid "" "To disable this overlay on Windows, restore your graphics driver settings to " "the default values in the NVIDIA Control Panel." msgstr "" "Om dit op Windows uit te schakelen, herstel je de instellingen van je " "graphics driver naar de standaard waardes in het NVIDIA Control Panel." #: ../../docs/tutorials/troubleshooting.rst:127 msgid "" "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen " "0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**." msgstr "" "Om dit op Linux uit te schakelen, open je ``nvidia-settings``, ga je naar " "**X Screen 0 > OpenGL Settings** en vink je **Enable Graphics API Visual " "Indicator** uit." #: ../../docs/tutorials/troubleshooting.rst:131 #, fuzzy msgid "" "A microphone or \"refresh\" icon appears in the bottom-right corner of the " "Project Manager and editor window" msgstr "" "Sommige tekst zoals \"NO DC\" verschijnt in de linkerbovenhoek van de " "Project Beheerder en editor-venster" #: ../../docs/tutorials/troubleshooting.rst:133 msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "instant replay information on ShadowPlay recording. This overlay can only be " "seen on Windows, as Linux does not have support for ShadowPlay." msgstr "" #: ../../docs/tutorials/troubleshooting.rst:137 msgid "" "To disable this overlay, press :kbd:`Alt + Z` (default shortcut for the " "NVIDIA overlay) and disable **Settings > HUD Layout > Status Indicator** in " "the NVIDIA overlay." msgstr "" #: ../../docs/tutorials/troubleshooting.rst:140 msgid "" "Alternatively, you can install the `new NVIDIA app ` which replaces GeForce Experience and does not " "suffer from this issue. Unlike GeForce Experience, the NVIDIA app draws the " "replay indicator in the corner of the screen as opposed to the corner of " "each window." msgstr "" #: ../../docs/tutorials/troubleshooting.rst:147 msgid "The editor or project appears overly sharp or blurry" msgstr "De editor of het project ziet er te scherp of wazig uit" #: ../../docs/tutorials/troubleshooting.rst:149 #: ../../docs/tutorials/troubleshooting.rst:153 msgid "" "Correct appearance (left), oversharpened appearance due to graphics driver " "sharpening (right)" msgstr "" "Links zie je hoe het er uit hoort te zien, en rechts hoe het er uit ziet " "door graphics driver sharpening" #: ../../docs/tutorials/troubleshooting.rst:155 msgid "" "If the editor or project appears overly sharp, this is likely due to image " "sharpening being forced on all Vulkan or OpenGL applications by your " "graphics driver. You can disable this behavior in the graphics driver's " "control panel:" msgstr "" "Als de editor of het project er te scherp uit ziet, komt dit waarschijnlijk " "omdat jouw graphics driver verscherping afdwingt op alle Vulkan of OpenGL " "applicaties. Dit kan via het controle paneel van jouw graphics driver " "uitgeschakeld worden:" #: ../../docs/tutorials/troubleshooting.rst:159 msgid "" "**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control " "Panel**. Open the **Manage 3D settings** tab on the left. In the list in the " "middle, scroll to **Image Sharpening** and set it to **Sharpening Off**." msgstr "" "**NVIDIA (Windows):** Open het startmenu en kies voor **NVIDIA Control " "Panel**. Open het **Beheer 3D instellingen** venster aan de linkerkant. In " "het midden staat een lijst waarin **Image Sharpening** staat, zet die " "instelling naar **Sharpening Off**." #: ../../docs/tutorials/troubleshooting.rst:162 msgid "" "**AMD (Windows):** Open the start menu and choose **AMD Software**. Click " "the settings \"cog\" icon in the top-right corner. Go to the **Graphics** " "tab then disable **Radeon Image Sharpening**." msgstr "" "**AMD (Windows):** Open het startmenu en kies voor **AMD Software**. Klik " "rechtsboven op het tandwiel voor instellingen. Ga naar het **Graphics** " "venster, en zet **Radeon Image Sharpening** uit." #: ../../docs/tutorials/troubleshooting.rst:166 msgid "" "If the editor or project appears overly blurry, this is likely due " "to :abbr:`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan " "or OpenGL applications by your graphics driver." msgstr "" "Als de editor of het project er te wazig uit ziet, komt dit waarschijnlijk " "omdat jouw graphics driver :abbr:`FXAA (Fast Approximate AntiAliasing)` " "afdwingt op alle Vulkan of OpenGL applicaties." #: ../../docs/tutorials/troubleshooting.rst:170 msgid "" "**NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control " "Panel**. Open the **Manage 3D settings** tab on the left. In the list in the " "middle, scroll to **Fast Approximate Antialiasing** and set it to " "**Application Controlled**." msgstr "" "**NVIDIA (Windows):** Open het startmenu en kies voor **NVIDIA Control " "Panel**. Open het **Beheer 3D instellingen** venster aan de linkerkant. In " "het midden staat een lijst waarin **Fast Approximate Antialiasing** staat, " "zet die instelling naar **Application Controlled**." #: ../../docs/tutorials/troubleshooting.rst:174 msgid "" "**NVIDIA (Linux):** Open the applications menu and choose **NVIDIA X Server " "Settings**. Select to **Antialiasing Settings** on the left, then uncheck " "**Enable FXAA**." msgstr "" "**NVIDIA (Linux):** Open het applicatiemenu en kies voor **NVIDIA X Server " "Instellingen**. Kies **Antialiasing Instellingen** aan de linkerkant, en zet " "**Enable FXAA** uit." #: ../../docs/tutorials/troubleshooting.rst:177 #, fuzzy msgid "" "**AMD (Windows):** Open the start menu and choose **AMD Software**. Click " "the settings \"cog\" icon in the top-right corner. Go to the **Graphics** " "tab, scroll to the bottom and click **Advanced** to unfold its settings. " "Disable **Morphological Antialiasing**." msgstr "" "**AMD (Windows):** Open het startmenu en kies voor **AMD Software**. Klik " "rechtsboven op het tandwiel voor instellingen. Ga naar het **Graphics** " "venster, scroll helemaal naar onderen en klik op **Geavanceerd** om deze " "instellingen te openen. Zet **Morphological Anti-Aliasing** uit." #: ../../docs/tutorials/troubleshooting.rst:182 msgid "" "Third-party vendor-independent utilities such as vkBasalt may also force " "sharpening or FXAA on all Vulkan applications. You may want to check their " "configuration as well." msgstr "" "Third-party vendor-independent utilities zoals vkBasalt zouden het " "verscherpen of FXAA ook kunnen forceren op Vulkan applicaties. Controleer " "daarom ook deze instellingen." #: ../../docs/tutorials/troubleshooting.rst:186 msgid "" "After changing options in the graphics driver or third-party utilities, " "restart Godot to make the changes effective." msgstr "" "Herstart Godot nadat je instellingen hebt veranderd voor de graphics driver " "of third-party utilities." #: ../../docs/tutorials/troubleshooting.rst:189 msgid "" "If you still wish to force sharpening or FXAA on other applications, it's " "recommended to do so on a per-application basis using the application " "profiles system provided by graphics drivers' control panels." msgstr "" "Als je toch verscherping of FXAA wilt forceren op andere applicaties, raden " "wij aan om dit per applicatie te doen met applicatie profielen. Dit kan in " "de controle panelen van de graphics drivers." #: ../../docs/tutorials/troubleshooting.rst:194 msgid "The editor or project appears to have washed out colors" msgstr "De editor of het project lijkt vervaagde kleuren te laten zien" #: ../../docs/tutorials/troubleshooting.rst:196 msgid "" "On Windows, this is usually caused by incorrect OS or monitor settings, as " "Godot currently does not support :abbr:`HDR (High Dynamic Range)` *output* " "(even though it may internally render in HDR)." msgstr "" "Op Windows komt dit gewoonlijk door verkeerde instellingen in het " "besturingssysteem of de beeldschermen. Godot ondersteund momenteel " "geen :abbr:`HDR (High Dynamic Range)` *uitvoer* (zelfs als het wel HDR " "rendered)." #: ../../docs/tutorials/troubleshooting.rst:200 msgid "" "As `most displays are not designed to display SDR content in HDR mode " "`__, it is recommended to " "disable HDR in the Windows settings when not running applications that use " "HDR output. On Windows 11, this can be done by pressing :kbd:`Windows + Alt " "+ B` (this shortcut is part of the Xbox Game Bar app). To toggle HDR " "automatically based on applications currently running, you can use " "`AutoActions `__." msgstr "" "De `meeste beeldschermen zijn niet gemaakt voor het weergeven van SDR " "content in HDR modus `__, " "waardoor het aangeraden is om HDR uit te schakelen wanneer je geen HDR " "gevende applicaties aan het draaien bent. Voor Windows 11 druk je " "op :kbd:`Windows + Alt + B` (een sneltoets binnen Xbox Game Bar app). Om de " "HDR instelling automatisch af te stellen op de huidige applicatie, kan je " "gebruik maken van `AutoActions `__." #: ../../docs/tutorials/troubleshooting.rst:207 msgid "" "If you insist on leaving HDR enabled, it is possible to somewhat improve the " "result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming " "Interest Group)` tonemapping (as opposed to :abbr:`DTM (Dynamic Tone " "Mapping)`), then `using the Windows HDR calibration app `__. It is " "also strongly recommended to use Windows 11 instead of Windows 10 when using " "HDR. The end result will still likely be inferior to disabling HDR on the " "display, though." msgstr "" "Als je toch HDR aan wilt laten, is het mogelijk om het resultaat nog " "enigszins te verbeteren door het beeldscherm :abbr:`HGIG (HDR Gaming " "Interest Group)` tonemapping te laten gebruiken (in tegenstelling " "tot :abbr:`DTM (Dynamic Tone Mapping)`), en daarna `de Windows HDR " "calibratie app `__ te gebruiken met Windows 11. Het " "resultaat zal waarschijnlijk nog wel slechter zijn dan HDR uitzetten op het " "beeldscherm." #: ../../docs/tutorials/troubleshooting.rst:217 msgid "Support for HDR *output* is planned in a future release." msgstr "" "Ondersteuning voor HDR *uitvoer* staat gepland voor een toekomstige versie." #: ../../docs/tutorials/troubleshooting.rst:220 msgid "" "The editor/project freezes or displays glitched visuals after resuming the " "PC from suspend" msgstr "" "De editor of het project bevriest, of de beeldschermen vertoond vertekend " "beeld nadat de computer uit slaapstand gaat" #: ../../docs/tutorials/troubleshooting.rst:222 #, fuzzy msgid "" "This is a known issue on Linux with NVIDIA graphics when using the " "proprietary driver. There is no definitive fix yet, as suspend on Linux + " "NVIDIA is often buggy when OpenGL or Vulkan is involved. The Compatibility " "rendering method (which uses OpenGL) is generally less prone to suspend-" "related issues compared to the Forward+ and Mobile renderers (which use " "Vulkan)." msgstr "" "Dit is een bekend probleem voor Linux met de NVIDIA graphics wanneer je " "gebruikt maakt van de proprietary driver. Er is nog geen oplossing voor, de " "slaapstand geeft hiermee vaak fouten in combinatie met OpenGL of Vulkan. De " "Compatibility rendering methode (die OpenGL gebruikt) heeft wel minder vaak " "dit soort problemen vergeleken met de Forward+ and Forward Mobile rendering " "methodes (die Vulkan gebruikt)." #: ../../docs/tutorials/troubleshooting.rst:228 msgid "" "The NVIDIA driver offers an *experimental* `option to preserve video memory " "after suspend `__ which may resolve " "this issue. This option has been reported to work better with more recent " "NVIDIA driver versions." msgstr "" "De NVIDIA drivers bieden een *experimentele* `optie aan om het video " "geheugen te behouden in slaapstand`__, wat het probleem " "zou kunnen oplossen. Deze optie werkt beter met de recente NVIDIA drivers." #: ../../docs/tutorials/troubleshooting.rst:233 msgid "" "To avoid losing work, save scenes in the editor before putting the PC to " "sleep." msgstr "" "Sla scènes in de editor op om geen werk te verliezen, ook als je de computer " "op slaapstand zet." #: ../../docs/tutorials/troubleshooting.rst:236 msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy" msgstr "" "Het project werkt wanneer het met de editor gedraaid wordt, maar kan in de " "geëxporteerde kopie sommige bestanden niet inladen" #: ../../docs/tutorials/troubleshooting.rst:238 msgid "" "This is usually caused by forgetting to specify a filter for non-resource " "files in the Export dialog. By default, Godot will only include actual " "*resources* into the PCK file. Some files commonly used, such as JSON files, " "are not considered resources. For example, if you load ``test.json`` in the " "exported project, you need to specify ``*.json`` in the non-resource export " "filter. See :ref:`doc_exporting_projects_export_mode` for more information." msgstr "" "Dit komt gebruikelijk door het niet verder specificeren van het non-resource " "filter in het Export dialoog. Standaard bundelt Godot enkel echte " "*resources* in het PCK bestand. Sommige bestanden die vaak gebruikt worden " "voor een spel, zoals JSON bestanden, vallen hier standaard niet onder. Als " "je dan bijvoorbeeld ``test.json`` gebruikt in het spel/geëxporteerde " "project, specificeer dan ``*.json`` in dit filter. " "Bekijk :ref:`doc_exporting_projects_export_mode` voor verdere informatie." #: ../../docs/tutorials/troubleshooting.rst:245 msgid "" "Also, note that files and folders whose names begin with a period will never " "be included in the exported project. This is done to prevent version control " "folders like ``.git`` from being included in the exported PCK file." msgstr "" "Bestanden of mappen die met een punt starten worden standaard ook nooit " "meegenomen. Dit is om versiebeheer mappen zoals ``.git`` niet mee te nemen " "in het geëxporteerde PCK bestand." #: ../../docs/tutorials/troubleshooting.rst:249 msgid "" "On Windows, this can also be due to :ref:`case sensitivity " "` issues. If you reference a " "resource in your script with a different case than on the filesystem, " "loading will fail once you export the project. This is because the virtual " "PCK filesystem is case-sensitive, while Windows's filesystem is case-" "insensitive by default." msgstr "" "Op Windows kan dit ook te maken hebben :ref:`hoofdletter gevoeligheid " "`. Met afwijkend " "hoofdlettergebruik verwijzen naar bestanden in scripts zal dan ook falen als " "je het project exporteert. Dit is omdat het virtuele PCK bestandssysteem " "hoofdlettergevoelig is, terwijl Windows dit standaard niet is." #: ../../docs/tutorials/troubleshooting.rst:256 msgid "" "The project crashes frequently or instantly after opening it from the " "project manager" msgstr "" #: ../../docs/tutorials/troubleshooting.rst:258 msgid "" "This could be caused by a number of things such as an editor plugin, " "GDExtension addon, or something else. In this scenario it's recommended that " "you open the project in recovery mode, and attempt to find and fix whatever " "is causing the crashes. See the :ref:`Project Manager page " "` for more information." msgstr "" #: ../../docs/tutorials/editor/index.rst:7 msgid "Editor introduction" msgstr "Introductie van de editor" #: ../../docs/tutorials/editor/index.rst:9 msgid "" "In this section, we cover the Godot editor in general, from its interface to " "using it with the command line." msgstr "" #: ../../docs/tutorials/editor/index.rst:13 msgid "Editor's interface" msgstr "Editor-interface" #: ../../docs/tutorials/editor/index.rst:15 msgid "" "The following pages explain how to use the various windows, workspaces, and " "docks that make up the Godot editor. We cover some specific editors' " "interfaces in other sections where appropriate. For example, " "the :ref:`animation editor `." msgstr "" #: ../../docs/tutorials/editor/index.rst:32 #, fuzzy msgid "XR editor" msgstr "editor" #: ../../docs/tutorials/editor/index.rst:34 msgid "" "Godot offers a port of the editor designed to run natively on Meta Quest " "devices. The port can be downloaded from the `Meta Horizon Store `__, or from " "the `Godot download page `__." msgstr "" #: ../../docs/tutorials/editor/index.rst:45 msgid "Android editor" msgstr "Android editor" #: ../../docs/tutorials/editor/index.rst:47 msgid "" "Godot offers a native port of the editor running entirely on Android " "devices. The Android port can be downloaded from the `Android Downloads page " "`__. While we strive for feature " "parity with the Desktop version of the editor, the Android port has a " "certain amount of caveats you should be aware of." msgstr "" #: ../../docs/tutorials/editor/index.rst:59 msgid "Web editor" msgstr "Web editor" #: ../../docs/tutorials/editor/index.rst:61 msgid "" "Godot offers an HTML5 version of the editor running entirely in your " "browser. No download is required to use it, but it has a certain amount of " "caveats you should be aware of." msgstr "" #: ../../docs/tutorials/editor/index.rst:72 msgid "Advanced features" msgstr "Geavanceerde functionaliteiten" #: ../../docs/tutorials/editor/index.rst:74 msgid "" "The articles below focus on advanced features useful for experienced " "developers, such as calling Godot from the command line and using an " "external text editor like Visual Studio Code or Emacs." msgstr "" #: ../../docs/tutorials/editor/index.rst:87 #: ../../docs/tutorials/editor/managing_editor_features.rst:6 msgid "Managing editor features" msgstr "Beheren van editor-functionaliteiten" #: ../../docs/tutorials/editor/index.rst:89 msgid "" "Godot allows you to remove features from the editor. This may be useful if " "you're an educator trying to ease students into the editor slowly, or if " "you're working on a project that's only 2D or only 3D and don't want to see " "what you don't need." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:4 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:113 msgid "Using the Project Manager" msgstr "De Project Beheerder gebruiken" #: ../../docs/tutorials/editor/project_manager.rst:6 #, fuzzy msgid "" "When you launch Godot, the first window you see is the Project Manager. It " "lets you create, remove, import, or play game projects:" msgstr "" "Wanneer je Godot start, is de Project Beheerder het eerste venster dat je te " "zien krijgt. Dit venster laat je projecten maken, verwijderen, importeren of " "spelen." #: ../../docs/tutorials/editor/project_manager.rst:11 msgid "" "To change the editors language click on the **Settings** Button in the top " "right corner:" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:16 msgid "" "In Project Manager Settings, you can change the interface **language** from " "the language dropdown menu, which is the system default language by default." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:19 msgid "" "You can also change the **theme** of the editor, the **display scale** for " "different interface element sizes, and the availability of online " "functionality using **network mode**. If network mode is online, Godot will " "also check and inform you about new versions of Godot." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:23 msgid "" "The **directory naming convention** can also be changed to replace spaces " "according to the chosen format when creating folders automatically." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:31 msgid "Creating and importing projects" msgstr "Een nieuw project maken of importeren" #: ../../docs/tutorials/editor/project_manager.rst:33 msgid "To create a new project:" msgstr "Om een nieuw project maken:" #: ../../docs/tutorials/editor/project_manager.rst:35 #, fuzzy msgid "Click the **Create** button on the top-left of the window." msgstr "Druk op de drie stippen in de linkerbovenhoek, kies **Offline data**." #: ../../docs/tutorials/editor/project_manager.rst:36 msgid "" "Give the project a name, then open the file browser using the **Browse** " "button, and choose an empty folder on your computer to save the files. " "Alternatively, you can enable **Create Folder** option to automatically " "create a new sub-folder with the project name, following the directory " "naming convention set in the settings. An empty folder will show a green " "tick on the right." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:41 msgid "Select one of the renderers (this can also be changed later)." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:42 msgid "" "Click the **Create & Edit** button to create the project folder and open it " "in the editor." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:46 msgid "" "You can optionally choose a version control system. Currently, only `git " "`__ is supported and it needs the Godot Git Plugin to " "be installed, either manually or using the :ref:`Asset Library " "`. To learn more about the Godot Git Plugin, see its " "`wiki `__." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:51 msgid "Using the file browser" msgstr "De bestandsverkenner gebruiken" #: ../../docs/tutorials/editor/project_manager.rst:53 msgid "" "From the **Create New Project** window, click the **Browse** button to open " "Godot's file browser. You can pick a location or type the folder's path in " "the **Path** field, after choosing a drive." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:57 msgid "" "Left of the path field on the top row contains arrows to navigate backward " "and forward through the last visited locations. The up arrow navigates to " "parent folder. On the right side of the path field, there are buttons to " "refresh the current folder's contents, favorite/unfavorite the current " "folder, and show/hide hidden folders." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:63 msgid "" "Next, the buttons to switch the display type of the folders and files " "between grid view and list view are seen." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:66 msgid "The last button on the right will create a new folder." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:68 msgid "" "Favorited folders will be displayed on the left side under the **Favorites** " "section. You can sort the favorites using the up and down buttons in this " "section. Last chosen folders will be listed under the **Recent** list." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:75 msgid "Opening and importing projects" msgstr "Een nieuw project openen of importeren" #: ../../docs/tutorials/editor/project_manager.rst:77 msgid "" "The next time you open the Project Manager, you'll see your new project in " "the list. Double click on it to open it in the editor." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:82 msgid "" "You can similarly import existing projects using the **Import** button. " "Locate the folder that contains the project or the **project.godot** file to " "import and edit it." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:88 msgid "" "Alternatively, it is possible to choose a zip file to be automatically " "extracted by Godot." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:90 msgid "When the folder path is correct, you'll see a green checkmark." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:97 msgid "Downloading demos and templates" msgstr "Demo's en blauwdrukken downloaden" #: ../../docs/tutorials/editor/project_manager.rst:99 msgid "" "From the **Asset Library** tab you can download open source project " "templates and demos from the :ref:`Asset Library ` to help you get started faster." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:103 msgid "" "The first time you open this tab you'll notice that it's asking you to go " "online. For privacy reasons the project manager, and Godot editor, can't " "access the internet by default. To enable accessing the internet click the " "**Go Online** button. This will also allow project manager to notify you " "about updates. If you wish to turn this off in the future go into project " "manager settings and change **Network Mode** to \"Offline\"" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:109 msgid "" "Now that Godot is connected to the internet you can download a demo or " "template, to do this:" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:112 msgid "Click on its title." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:113 msgid "On the page that opens, click the download button." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:114 msgid "" "Once it finished downloading, click install and choose where you want to " "save the project." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:120 #, fuzzy msgid "Managing projects with tags" msgstr "Controleren van project instellingen" #: ../../docs/tutorials/editor/project_manager.rst:122 msgid "" "For users with a lot of projects on one PC it can be a lot to keep track of. " "To aid in this Godot allows you to create project tags. To add a tag to a " "project click on the project in the project manager, then click on the " "**Manage Tags** button" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:128 msgid "" "This will open up the manage project tags window. To add a tag click the " "plus button." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:132 msgid "" "Type out the tag name, and click **OK**. Your project will now have a tag " "added to it. These tags can be used for any other project in your project " "manager." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:135 msgid "" "To show projects with a specific tag only, you can click on the tags or " "write ``tag:`` and type the tag you would like to search for in the filter " "bar. To limit the results using multiple tags, you can click on another tag " "or add ``tag:`` after a space and type another tag in the filter bar." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:140 msgid "" "In addition, tags will stay with projects. So if you tag your project, send " "it to another machine, and import it into the project manager you will see " "the tags you created." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:144 msgid "" "To remove a tag from your project manager it must be removed from all the " "projects it's used by. Once that's done close the project manager, open it " "up again, and the tag should be gone." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:149 #, fuzzy msgid "Recovery Mode" msgstr "Pictogrammen Modus" #: ../../docs/tutorials/editor/project_manager.rst:151 msgid "" "If a project is immediately crashing on startup, or crashing frequently " "during editing it can be opened in recovery mode, to attempt to make it more " "stable while looking for the source of the crashing to fix it." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:155 msgid "" "Usually a project should open in recovery mode automatically when you re-" "open it after a crash. If it doesn't you can manually open recovery mode by " "selecting the project in the project manager, to do that select the project " "from your list of projects, click the dropdown button next to the edit node, " "and select ``Edit in recovery mode``." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:163 msgid "While in recovery mode the following are disabled:" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:165 #, fuzzy msgid "Tool scripts" msgstr "Hulpmiddelen" #: ../../docs/tutorials/editor/project_manager.rst:166 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:176 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.3.rst:210 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.4.rst:152 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.5.rst:175 #: ../../docs/tutorials/plugins/editor/index.rst:4 msgid "Editor plugins" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:167 #, fuzzy msgid "GDExtension addons" msgstr "GDExtension-bibliotheken" #: ../../docs/tutorials/editor/project_manager.rst:168 #, fuzzy msgid "Automatic scene restoring" msgstr "Signalen met code verbinden" #: ../../docs/tutorials/editor/project_manager.rst:169 #, fuzzy msgid "Running the project" msgstr "Projectorganisatie" #: ../../docs/tutorials/editor/project_manager.rst:171 msgid "" "It is recommended that you backup your project before editing it in recovery " "mode." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:4 #, fuzzy msgid "Inspector Dock" msgstr "Android" #: ../../docs/tutorials/editor/inspector_dock.rst:6 msgid "" "The Inspector dock lists all properties of an object, resource, or node. It " "will update the list of the properties as you select a different node from " "the Scene Tree dock, or if you use **Open** command from the FileSystem's " "context menu." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:12 msgid "" "This page explains how the Inspector dock works in-depth. You will learn how " "to edit properties, fold and unfold areas, use the search bar, and more." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:16 #: ../../docs/tutorials/editor/script_editor.rst:47 #: ../../docs/tutorials/platform/android/android_in_app_purchases.rst:10 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0001.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0002.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0003.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0101.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0102.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0103.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0104.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0105.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0106.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0107.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0108.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0109.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0110.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0111.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0201.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0202.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0203.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0301.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0302.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0303.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0401.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0402.rst:8 #: ../../docs/tutorials/scripting/debug/objectdb_profiler.rst:33 msgid "Usage" msgstr "Gebruik" #: ../../docs/tutorials/editor/inspector_dock.rst:18 msgid "" "If the inspector dock is visible, clicking on a node in the scene tree will " "automatically display its properties. If it is not visible, you can show it " "by navigating to **Editor > Editor Docks > Inspector**." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:23 msgid "At the top of the dock are the file and navigation buttons." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:27 msgid "From left to right:" msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:29 msgid "" "Opens a new window to select and create a resource in the memory and edit it." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:30 msgid "Opens a resource from the FileSystem to edit." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:31 msgid "Saves the currently edited resource to disk." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:32 msgid "Provides options to:" msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:34 msgid "**Edit Resource from Clipboard** by pasting the copied resource." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:35 msgid "**Copy Resource** to clipboard." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:36 msgid "**Show in FileSystem** if the resource is already saved." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:37 msgid "" "**Make Resource Built-In** to work in a built-in resource, not the one from " "the disk." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:39 msgid "" "The \"<\" and \">\" arrows let you navigate through your edited object " "history." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:40 msgid "" "The button next to them opens the history list for a quicker navigation. If " "you created multiple resources in the memory, you will also see them here." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:43 msgid "" "Below, you can find the selected node's icon, its name, and the quick button " "to open its documentation on the right side. Clicking on the node's name " "itself will list the sub-resources of this node if there are any." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:47 msgid "" "Then comes the search bar. Type anything in it to filter displayed " "properties. Delete the text to clear the search. This search is case " "insensitive and also searches letter by letter as you type. For instance, if " "you type ``vsb``, one of the results you see will be Visibility property as " "this property contains all of these letters." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:53 msgid "" "Before discussing the tool button next to the filter bar, it is worth " "mentioning what you actually see below it and how it is structured." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:58 msgid "" "Properties are grouped inside their respective *classes* as *sections*. You " "can expand each section to view the related properties." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:61 msgid "" "You can also open the documentation of each class by right-clicking on a " "class and selecting **Open Documentation**. Similarly, you can right click " "on a property and copy or paste its value, copy the property path, favorite " "it to be shown on the top of the inspector, or open its documentation page." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:67 msgid "" "If you hover your mouse over a property, you will see the description of " "what it does as well as how it can be called inside the script." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:70 msgid "" "You can directly change the values by clicking, typing, or selecting from " "the menu. If the property is a number or a slider, you can keep your left " "mouse button pressed and drag to change the values." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:76 msgid "" "If a node's property is a sub-resource, you can click on the down arrow to " "pick a resource type, or load one using the **Quick Load** or **Load** " "options. Alternatively, a supported resource can be dragged from the " "FileSystem. Once you start dragging, the compatible property will be " "highlighted. Simply drop it on the appropriate property's value." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:82 msgid "" "After loading a sub-resource, you can click on it to see its properties or " "adjust them." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:86 msgid "" "The values with different values than their original values will have a " "revert icon (|undo|). Clicking on this icon reverts the value to its " "original state. If the values are linked with each other, they will have a " "chain icon and changing one will change others as well. You can unchain them " "by clicking on this icon." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:84 msgid "undo" msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:91 msgid "" "If you are changing a property a lot, you may consider favoriting it by " "right-clicking and choosing **Favorite Property**. This will show it at the " "top of the inspector for all objects of this class." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:95 msgid "" "Now that we have a better understanding of the terms, we can proceed with " "the tool menu. If you click the tool menu icon next to the filter bar, a " "drop-down menu will offer various view and edit options." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:101 msgid "**Expand All**: Expands all sections showing all available properties." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:102 msgid "" "**Collapse All**: Collapses all properties showing only classes and the " "sections." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:103 msgid "" "**Expand Non-Default**: Only expands the sections where the original value " "is different than the current value (the properties with a revert icon (|" "undo|))." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:105 msgid "" "**Property Name Style**: This section determines how the properties' text is " "displayed in the inspector. ``Raw`` uses the property's own naming, " "``Capitalized`` uses title case by changing the initial letters of each word " "to uppercase and removing underscores, ``Localized`` displays the " "translation of the properties if you are using the Editor in a language " "other than English." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:110 msgid "" "**Copy Properties**: Copies all properties of the current node with their " "current values." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:111 msgid "" "**Paste Properties**: Pastes the copied properties from the clipboard. " "Useful to apply the common properties of one node to another." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:113 msgid "" "**Make Sub-Resources Unique**: By default, a duplicated node shares the sub-" "resources of the original node. Changing one parameter of the sub-resource " "in one node, affects the other one. Clicking this option makes each sub-" "resource used in this node unique, separated from other nodes." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:119 msgid "" "If a node has exported variables in its attached script, you will also see " "these in the inspector. The first image in this section has one for the " "Player node: `Action Suffix`. See :ref:`doc_gdscript_exports` for more on " "this topic." msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:123 #, fuzzy msgid "Refer to :ref:`doc_customizing_editor` for dock customization options." msgstr "Bekijk :ref:`doc_getting_source` voor gedetailleerde instructies." #: ../../docs/tutorials/editor/project_settings.rst:4 msgid "Project Settings" msgstr "Project Instellingen" #: ../../docs/tutorials/editor/project_settings.rst:6 msgid "" "There are dozens of settings you can change to control a project's " "execution, including physics, rendering, and windowing settings. These " "settings can be changed from the **Project Settings** window, from code, or " "by manually editing the ``project.godot`` file. You can see a full list of " "settings in the :ref:`ProjectSettings ` class." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:12 msgid "" "Internally, Godot stores the settings for a project in a ``project.godot`` " "file, a plain text file in INI format. While this is human-readable and " "version control friendly, it's not the most convenient to edit. For that " "reason, the **Project Settings** window is available to edit these settings. " "To open the Project Settings, select **Project > Project Settings** from the " "main menu." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:21 #, fuzzy msgid "The Project Settings window" msgstr "Het Editor Instellingen-venster" #: ../../docs/tutorials/editor/project_settings.rst:23 msgid "" "The **Project Settings** window is mainly used to change settings in the " "**General** tab. Additionally, there are tabs for the :ref:`Input Map " "`, :ref:`Localization " "`, :ref:`Globals " "`, :ref:`Plugins " "`, and **Import Defaults**. Usage " "of these other tabs is documented elsewhere." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:32 #, fuzzy msgid "Changing project settings" msgstr "Controleren van project instellingen" #: ../../docs/tutorials/editor/project_settings.rst:34 msgid "" "The **General** tab of the project settings window works much like the " "inspector. It displays a list of project settings which you can change, just " "like inspector properties. There is a list of categories on the left, which " "you can use to select related groups of settings. You can also search for a " "specific setting with the **Filter Settings** field." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:40 msgid "" "Each setting has a default value. Settings can be reset to their default " "values by clicking the circular arrow **Reset** button next to each property." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:44 #, fuzzy msgid "Changing project settings from code" msgstr "Controleren van project instellingen" #: ../../docs/tutorials/editor/project_settings.rst:46 msgid "" "You can use :ref:`set_setting() ` " "to change a setting's value from code:" msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:60 msgid "" "However, many project settings are only read once when the game starts. " "After that, changing the setting with ``set_setting()`` will have no effect. " "Instead, most settings have a corresponding property or method on a runtime " "class like :ref:`Engine ` or :ref:`DisplayServer " "`:" msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:76 msgid "" "In general, project settings are duplicated at runtime in the :ref:`Engine " "`, :ref:`PhysicsServer2D " "`, :ref:`PhysicsServer3D " "`, :ref:`RenderingServer " "`, :ref:`Viewport `, or :ref:`Window " "` classes. In the :ref:`ProjectSettings " "` class reference, settings links to their equivalent " "runtime property or method." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:85 #, fuzzy msgid "Reading project settings" msgstr "Controleren van project instellingen" #: ../../docs/tutorials/editor/project_settings.rst:87 msgid "" "You can read project settings with :ref:`get_setting() " "` " "or :ref:`get_setting_with_override() " "`:" msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:102 msgid "" "Since many project settings are only read once at startup, the value in the " "project settings may no longer be accurate. In these cases, it's better to " "read the value from the runtime equivalent property or method:" msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:118 #, fuzzy msgid "Manually editing project.godot" msgstr "Poorten en verbindingen" #: ../../docs/tutorials/editor/project_settings.rst:120 msgid "" "You can open the ``project.godot`` file using a text editor and manually " "change project settings. Note that if the ``project.godot`` file does not " "have a stored value for a particular setting, it is implicitly the default " "value of that setting. This means that if you are manually editing the file, " "you may have to write in both the setting name *and* the value." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:126 msgid "" "In general, it is recommended to use the Project Settings window rather than " "manually edit ``project.godot``." msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:130 #, fuzzy msgid "Advanced project settings" msgstr "Testen" #: ../../docs/tutorials/editor/project_settings.rst:135 #, fuzzy msgid "The advanced project settings" msgstr "Controleren van project instellingen" #: ../../docs/tutorials/editor/project_settings.rst:137 msgid "" "By default, only some project settings are shown. To see all the project " "settings, enable the **Advanced Settings** toggle." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:4 #, fuzzy msgid "Script Editor" msgstr "Script Editor" #: ../../docs/tutorials/editor/script_editor.rst:11 msgid "" "Godot Engine's script editor is a powerful and fully-integrated text editor " "that not only streamlines the process of writing and debugging code written " "in GDScript but also allows for working with plain text files, providing " "developers with a seamless environment for scripting game logic and " "behaviors. It can highlight your code, automatically indent it, perform " "syntax checks, and much more. You can also create breakpoints to debug your " "project without switching to another window. The text editor also serves as " "an offline class reference viewer, which can be accessed in several ways as " "described in " "the :ref:`doc_intro_to_the_editor_interface_integrated_class_reference`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:28 #, fuzzy msgid "Features" msgstr "**Functionaliteiten:**" #: ../../docs/tutorials/editor/script_editor.rst:30 msgid "Some of the key features of the text editor are listed below:" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:32 msgid "Fully-integrated code editor for GDScript." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:33 #, fuzzy msgid "Syntax highlighting support for GDScript and JSON files." msgstr "Syntax-markering is beschikbaar op GitHub." #: ../../docs/tutorials/editor/script_editor.rst:34 msgid "Syntax checking for GDScript and JSON files." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:35 #, fuzzy msgid "Bookmark and breakpoint support." msgstr "Platform-gebonden" #: ../../docs/tutorials/editor/script_editor.rst:36 #, fuzzy msgid "Automatic indentation." msgstr "Over deze documentatie" #: ../../docs/tutorials/editor/script_editor.rst:37 #, fuzzy msgid "Code folding." msgstr "Testen" #: ../../docs/tutorials/editor/script_editor.rst:38 msgid "Customizable theme." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:39 msgid "Multiple carets, which can be enabled using :kbd:`Alt + Left Click`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:40 msgid "Auto-completion of variables, functions, constants, etc." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:41 msgid "" "Inline refactoring of symbols by selecting them and using :kbd:`Ctrl + D`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:42 msgid "Mass find and replace across project files." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:49 msgid "" "If you are using GDScript in your project, the built-in text editor in Godot " "provides everything you need, serving as a one-stop location to fully " "utilize the Godot Engine. Nearly all parameters that can be adjusted via the " "user interface can also be modified directly through code." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:54 msgid "" "If you would like to use an external text editor or prefer to use C# in your " "project, see :ref:`doc_external_editor` " "and :ref:`doc_c_sharp_setup_external_editor`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:58 msgid "" "Similar to many parts of the Godot's interface, the text editor can also be " "customized by changing its settings to your liking. You can access these " "settings by opening **Editor > Editor Settings** and going to the **Text " "Editor** group." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:65 msgid "" "You can open the Script Editor using the **Script** button in the workspace " "selector, located at the top center of Godot's interface. Alternatively, you " "can use the **Open Script** button next to a node in the Scene Tree dock, or " "double-click on a ``.gd`` file or a recognized text file in the FileSystem " "dock to open it directly in the Script Editor." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:73 msgid "" "Once it is open, you will see the text editor menus at the top, below the " "scene switcher. Next to the menus, you'll find buttons to open the online " "documentation or search within the built-in class reference. To the right of " "these buttons are two navigation arrows that allow you to navigate through " "your viewing history. Finally, you can use the float button to separate the " "text editor from Godot's window, which is useful if you are working with " "multiple monitors." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:81 msgid "" "Underneath the menus on the left, you will see the script panel. In the " "center, adjacent to the script panel, is the coding area. Beneath the coding " "area is the status bar, which displays the error and warning count in the " "code. Clicking on the error or warning icons will show the list of errors " "with the line numbers. Clicking on one will jump to that line. You can also " "choose to ignore warnings by opening the list and clicking ``Ignore``. The " "status bar also lets you change the zoom level of the code by clicking the " "percentage value. You can also use :kbd:`Ctrl + Mouse Wheel` (:kbd:`Cmd + " "Mouse Wheel` on Mac) to achieve the same effect. The status bar also shows " "the current position of the caret in terms of line and column, and whether " "the indentation is done using tabs, or spaces." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:94 msgid "" "Many of the actions performed in the text editor can also be executed using " "shortcuts. The actions show their corresponding shortcuts next to them. For " "a complete shortcut list, see the :ref:`text editor shortcuts " "`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:98 msgid "" "In the next sections, we will go through different aspects of the text " "editor. You can also select a section below to jump to a specific topic:" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:109 #, fuzzy msgid "Script Panel" msgstr "Script-paneel in-/uitschakelen" #: ../../docs/tutorials/editor/script_editor.rst:118 msgid "" "Below the menus, on the left panel, you will see a list of opened files and " "documentation pages. Depending on the file type, this list will have an icon " "next to the file name. For example, the |script| icon means that it is a " "GDScript. the |scriptcsharp| means it is a C# script. The |documentation| " "means that this is a built-in class reference. Finally, the |toolscript| " "means it is a currently running script (See :ref:`tool annotation " "` for more on this). Hovering a file will " "show a tooltip with its relative location in the project folder." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:111 #, fuzzy msgid "script" msgstr "GDScript" #: ../../docs/tutorials/editor/script_editor.rst:112 msgid "scriptcsharp" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:113 #, fuzzy msgid "documentation" msgstr "Offline documentatie" #: ../../docs/tutorials/editor/script_editor.rst:114 #, fuzzy msgid "toolscript" msgstr "Volledige script" #: ../../docs/tutorials/editor/script_editor.rst:126 msgid "" "On the status bar, clicking the left arrow hides the script panel, clicking " "on the right arrow shows it." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:129 msgid "" "If you did not change any settings, the file names may also have a different " "coloring. This helps you identify the recently edited files by highlighting " "them. This behavior can be changed in the **Editor > Editor Settings** by " "adjusting the **Script Temperature** properties in the **Text Editor** " "section." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:134 msgid "" "The filter bar above the file names introduces a handy case-insensitive " "search to find a specific file. Even if you just type the letters of a file " "name into the bar, files containing these letters in order will also appear. " "Assume that there is a file named ``button.gd`` in the list. If you type " "``btn`` into the filter bar, this file will appear in the results. To reset " "the filter, clear the filter bar." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:140 msgid "" "An asterisk (*) next to a file name indicates that the file has unsaved " "changes." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:142 msgid "" "If you just enter \"*\" in the filter bar, you can display all unsaved files." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:144 msgid "" "You can drag a file to change the ordering. Middle-clicking on a file closes " "it. Right-clicking on a file provides several options to save or close " "files, or to copy the relative path of the file. On this menu:" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:148 msgid "" "You can also use **Move Up** and **Move Down** to change the order of the " "file, or use **Sort** to sort all files alphabetically. **Toggle Scripts " "Panel** hides the panel, which can be displayed again using the right arrow " "on the status bar. **Close Docs** closes all opened in-class reference " "documents leaving only script files open. **Show in FileSystem** finds and " "highlights the file in the FileSystem dock." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:155 msgid "" "Below the file list, you'll see the name of the currently open file. The " "button next to this switches the ordering of the methods defined in this " "file between alphabetical and as they appear. Under this is the outline of " "the file. If this is a script file, it will contain the list of defined " "methods. If, however, a class reference page is open, this area will show " "the table of contents of this document. Clicking on an item in this list " "will jump to the respective function or section in the file. Similarly, the " "**Filter Methods** bar lets you search for a specific function or section " "within the selected document with the same behavior as filtering scripts." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:168 msgid "Menus" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:170 msgid "" "The text editor's menus lie below the scene switcher and allow you to access " "a variety of tools and options, such as file management, search and replace, " "debugging controls, and code formatting features." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:174 msgid "" "An asterisk (*) next to an action means that this operation is also " "available in the context menu, which can be opened by right-clicking in the " "code editor." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:179 #, fuzzy msgid "The **File** menu provides the following options:" msgstr "" "De belangrijkste documentatie op de website is opgedeeld in de volgende " "onderdelen:" #: ../../docs/tutorials/editor/script_editor.rst:183 msgid "" "**New Script...**: Opens the new script dialog to create and add the script " "to the project. If creation is successful, it will directly open it in the " "text editor. Depending on the version of Godot (with C# support or not), you " "can choose ``.gd`` or ``.cs`` as the extension." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:187 msgid "" "**New Text File...**: Opens the file dialog to create a plain text file with " "one of the recognized formats. Godot can also highlight ``json`` files." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:189 msgid "" "**Open...**: Opens the file dialog to let you browse inside your computer " "and choose any recognized text file to open it." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:191 msgid "" "**Reopen Closed Script**: Reopens the last closed scripts. You can use this " "option multiple times to reopen other closed scripts if you closed more than " "one." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:193 msgid "" "**Open Recent**: Provides a list of last opened scripts. You can also clear " "the list using the provided option at the bottom of the list." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:195 msgid "**Save**: Saves the currently selected script." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:196 msgid "" "**Save As...**: Opens the file dialog to save the currently open script with " "a different name." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:198 msgid "" "**Save All**: Saves all unsaved open scripts in the text editor. Scripts " "with unsaved changes will have an asterisk (*) next to their names in the " "script list." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:200 msgid "" "**Soft Reload Tool Script**: If the selected script is a :ref:`tool " "`, reloads the script to execute it again." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:202 msgid "" "**Copy Script Path**: Copies the currently selected script's relative path " "in the project using the ``res://`` prefix." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:204 msgid "" "**Show in FileSystem**: Finds and highlights the selected file in the " "FileSystem dock." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:206 msgid "" "**History Previous**: Changes the active script to the one that was " "previously opened. This is useful when you have multiple scripts open and " "want to quickly navigate back to the last script you were editing. If you " "also changed the caret position more than 10 lines, you will first move it " "to its previous location in the same file." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:210 msgid "" "**History Next**: After using `History Previous` to go back to an earlier " "script, this feature allows you to move forward through the script history, " "switching to scripts that were previously accessed. Similar to above, if you " "also changed the caret position more than 10 lines, you will first move it " "to its next location in the same file." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:215 msgid "" "**Theme**: Provides options to import an existing theme, save, or reload it. " "Changing theme settings is performed via `Editor Settings`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:217 msgid "**Close**: Closes the active script." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:218 msgid "" "**Close All**: Closes all open scripts and prompts to save if there are " "unsaved changes." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:219 msgid "**Close Other Tabs**: Closes all open scripts except the selected one." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:220 msgid "" "**Close Docs**: Closes the class reference documentation pages, leaving only " "the scripts." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:222 msgid "" "**Run**: If the script extends :ref:`EditorScript ` and " "intended to be executed without running the project, this option runs the " "script. See :ref:`doc_running_code_in_the_editor_editorscript` for more." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:225 msgid "" "**Toggle Scripts Panel**: Shows or hides the script panel located on the " "left side of the text editor, allowing you to expand the available coding " "area. More on the `Scripts Panel` is explained :ref:`above " "`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:229 msgid "The **Edit** menu provides several options for line operations:" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:233 msgid "" "**Undo***: Allows you to reverse the most recent action or series of " "actions, restoring document or code to its previous state before the changes " "were made." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:235 msgid "" "**Redo***: Allows you to reapply an action that was previously undone, " "effectively redoing the last action that was reversed by the Undo function." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:237 msgid "**Cut***: Cuts the selection to the clipboard." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:238 msgid "**Copy***: Copies the selection to the clipboard." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:239 msgid "**Paste***: Pastes the content of the clipboard if it contains text." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:240 #, fuzzy msgid "**Select All***: Selects the all code in the text editor." msgstr "Bewerk de tekst in de tekst-editor." #: ../../docs/tutorials/editor/script_editor.rst:241 msgid "" "**Duplicate Selection**: Copies the selection and appends it next to the " "selection." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:242 msgid "" "**Duplicate Lines**: Duplicates the current line and adds it as a new line " "below the current line." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:244 msgid "" "**Evaluate Selection***: Computes the values of the selected text if it " "contains `only` a mathematical expression, such as ``83 * 3`` or " "``pow(2,3)``." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:246 msgid "" "**Toggle Word Wrap**: Disables the horizontal scrollbar by wrapping the long " "lines to the next line. Note that this is just a visual change and no new " "linebreaks are added." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:248 msgid "" "**Line**: Provides a set of line operations. Depending on the opened file, " "the options might also be directly in the Edit menu, instead of a submenu." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:251 msgid "" "**Move Up**: Moves the current line or the selected line(s) one line up." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:252 msgid "" "**Move Down**: Moves the current line or the selected line(s) one line down." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:253 msgid "" "**Indent***: Indents the text from the caret or the selected line(s), " "following the indentation setting." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:255 msgid "" "**Unindent***: Unindents the text from the caret or the selected line(s), " "following the indentation setting." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:257 msgid "**Delete Line**: Deletes the current line or the selected line(s)." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:258 msgid "" "**Toggle Comment***: Comments and uncomments the current line or the " "selected line(s). You can perform the same action by selecting line(s) and " "choosing the same action after right-clicking on the selected text." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:262 msgid "" "**Folding**: Provides a set of folding options for the selected text. " "Depending on the opened file, the options might also be directly in the Edit " "menu, instead of a submenu." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:265 msgid "" "**Fold/Unfold Line***: If the code in the current line has a code block or " "code region beneath it, it hides this block by collapsing the lines. You can " "then unfold it using this option again, using the \">\" arrow next to the " "line number in the coding area, or clicking on the ellipsis \"...\" icon at " "the end of the folded line." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:269 msgid "" "**Fold All Lines**: Folds all code blocks or code regions in the open " "document." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:270 msgid "" "**Unfold All Lines**: Unfolds all code blocks and code regions in the open " "document." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:271 msgid "" "**Create Code Region***: Wraps the selected text in a foldable code region " "to improve the readability of larger scripts. " "See :ref:`doc_gdscript_builtin_types` for more." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:274 msgid "" "**Completion Query**: Suggests from built-in or user created symbols to auto-" "complete the partially written code. :kbd:`Up` and :kbd:`Down` arrows " "navigate up and down, pressing :kbd:`Enter` or :kbd:`Tab` accepts and adds " "the highlighted symbol to the code. :kbd:`Tab` will also replace existing " "text to the right of the caret." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:277 msgid "" "**Trim Trailing Whitespaces**: Removes extra spacing at the end of each line " "in the file." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:278 msgid "" "**Trim Final Newlines**: Removes the extra new lines at the end of the file." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:279 msgid "" "**Indentation**: Provides options for the indentation of the open file. " "Depending on the opened file, the options might also be directly in the Edit " "menu, instead of a submenu." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:283 msgid "" "**Convert Indent to Spaces**: Converts all indentation in the file to spaces." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:284 msgid "" "**Convert Indent to Tabs**: Converts all indentation in the file to tabs." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:285 msgid "" "**Auto Indent**: Converts the indentation of the selected lines (or the " "entire file) following the indentation setting." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:288 msgid "" "**Convert Case**: Changes the case of the selected text to `Upper Case*`, " "`Lower Case*`, or capitalizes each initial letter of the words." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:290 msgid "**Syntax Highlighter**: Allows you to choose the syntax highlighter." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:292 msgid "**Plain Text**: Disables highlighting." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:293 msgid "**Standard**: Default highlighting for C# scripts." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:294 msgid "**JSON**: Syntax highlighting for JSON files." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:295 msgid "**GDScript**: Syntax highlighting for GDScript files." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:297 #, fuzzy msgid "The **Search** menu provides the following options:" msgstr "" "De belangrijkste documentatie op de website is opgedeeld in de volgende " "onderdelen:" #: ../../docs/tutorials/editor/script_editor.rst:301 msgid "" "**Find...**: Opens the quick-find bar under the status bar to search for " "text in the open file. You can navigate to the next match and previous match " "using the up and down arrows, respectively. Checking **Match Case** makes " "the search case-sensitive. Checking **Whole Words** means that the text must " "not have any letters or numbers next to it, only symbols and whitespace." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:303 msgid "**Find Next**: Similar to the down arrow, shows the next occurrence." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:304 msgid "" "**Find Previous**: Similar to the up arrow, shows the previous occurrence." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:307 msgid "" "**Replace...**: Opens the find and replace bar under the status bar to find " "text and replace it in the open file. You can choose to replace them one at " "a time or all at once. Additionally, you can limit the replacement to the " "selected text by checking the **Selection Only** checkbox in the find and " "replace bar. You can also use :kbd:`Ctrl + D` to additionally select the " "next instance of the currently selected text, allowing you to perform an in-" "line replacement on multiple occurrences." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:311 msgid "" "**Find in Files...**: Opens a window to search for text within the files in " "the project folder. Selecting \"Find...\" starts with the chosen folder, and " "includes the file extensions checked in the filters. The results are shown " "in the bottom panel with the number of matches and total number of files " "found, in the **Search Results** tab. Clicking on a result opens the file " "and jumps to the respective line." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:316 msgid "" "**Replace in Files...**: Opens a window to search and replace text with " "different text within the found files in the project folder. After clicking " "**Replace...**, you can select in which files to replace using the **Search " "Results** tab in the bottom panel by (un)checking them and using **Replace " "All** button." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:323 msgid "Note that \"Replace in Files\" operation cannot be undone!" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:325 msgid "" "Both the **Find in Files** and **Replace in Files** windows share the " "**Search...** and **Replace...** buttons. The only difference in the latter " "window is an additional text field that automatically fills in the search " "results panel when the **Replace...** button is clicked. The replacement " "operation is only executed if you click the **Replace All** button in this " "bottom panel, allowing you to also edit the word to replace later within " "this panel." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:334 msgid "" "**Contextual Help***: Opens the list of built-in class reference similar to " "pressing :kbd:`F1` on a symbol, or choosing **Lookup Symbol** from the " "context menu." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:337 msgid "" "The **Go To** menu lets you navigate within the code at ease with these " "options:" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:341 msgid "" "**Go to Function...**: Opens the function list to jump to. You can achieve " "the same result by typing in the filter methods bar in the script panel." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:343 msgid "**Go to Line...**: Jumps to the entered line number in the code editor." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:344 msgid "" "**Bookmarks**: Contains actions for the bookmark functionality, which you " "can use to find your way through your code easier, such as an incomplete " "section. Bookmarked lines will have a blue bookmark symbol left of the line " "number." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:348 msgid "" "**Toggle Bookmark***: Adds or removes the bookmark on the line where the " "caret is. You can also right click on a line to achieve this." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:350 msgid "**Remove All Bookmarks**: Removes all bookmarks in the open document." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:351 msgid "" "**Go to Next Bookmark**: Jumps to the next bookmark in the open document." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:352 msgid "" "**Go to Previous Bookmark**: Jumps to the previous bookmark in the open " "document." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:353 msgid "" "**Bookmarks** menu will also contain the list of bookmarked lines, including " "their line number and displaying the partial content in that line." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:356 msgid "" "**Breakpoints**: Breakpoints are helpful while debugging your code. Similar " "to **Bookmarks** menu, this menu lets you add or remove breakpoints, " "navigate between them and directly jump to a specific breakpoint. An easy " "way to add a breakpoint is hovering over the blank area left of a line " "number. It will show a faded red circle. Clicking it will add a breakpoint " "and the circle will stay there. Clicking on a circle removes the breakpoint." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:362 msgid "" "**Debug** menu offers actions which can be used while debugging. " "See :ref:`doc_debugger_tools_and_options` for more." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:368 #, fuzzy msgid "Coding area" msgstr "De speler coderen" #: ../../docs/tutorials/editor/script_editor.rst:370 msgid "" "This section will only cover the basics of the coding area in terms of the " "user interface. To learn more about scripting in Godot, refer to " "the :ref:`doc_gdscript` or :ref:`Scripting ` " "documentation." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:376 msgid "" "The coding area is where you will type your scripts if you are using the " "built-in text editor. It offers highlighting and auto-completion features to " "help you while you code." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:379 msgid "" "The coding area shows line numbers on the left side. Below the navigation " "arrows on the right side, there is a clickable minimap that provides an " "overview of the entire script, allowing you to scroll through it." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:383 msgid "" "If a line of code is long enough (more than 80 characters, by default), the " "text editor will display a vertical line that can be used as a soft " "guideline. For a hard guideline, this value is set to 100 characters, by " "default. Both values can be changed, or the display of the line can be " "toggled in the \"Appearance\" settings of the text editor." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:392 msgid "" "In the script, to the left of function definitions, you might see additional " "icons. The |override| icon indicates that this function is an :ref:`override " "` of an existing function. Clicking it opens the " "documentation of the original function. The |receiver| icon means that it is " "a receiving method of a signal. Clicking it shows where the signal is coming " "from. A |foldable| icon to the left of the line denotes a foldable block. " "You can click to collapse or expand it. Alternatively, the ellipsis (...) " "icon can also be clicked to expand a folded block." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:388 msgid "override" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:389 msgid "receiver" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:390 msgid "foldable" msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:400 msgid "" "The example below summarizes the paragraph above. Lines 52, 56, and 58 are " "foldable blocks, line 57 is a code region with the name \"New Code Region,\" " "which you can also fold, and line 62 is a folded block. Line 53 is a " "bookmark, which can quickly be jumped to using the **Go To > Bookmarks** " "menu. Line 55 is a breakpoint that can be used in :ref:`debugging " "`." msgstr "" #: ../../docs/tutorials/editor/script_editor.rst:408 msgid "" "Many of the colors of the text editor such as highlighting colors, or even " "breakpoint or bookmark icon colors can be customized. You can experiment " "them by opening the text editor settings navigating to **Editor > Editor " "Settings > Text Editor** section." msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:-1 msgid "cheatsheet, cheat sheet, shortcut" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:9 msgid "Default editor shortcuts" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:11 msgid "" "Many Godot editor functions can be executed with keyboard shortcuts. This " "page lists functions which have associated shortcuts by default, but many " "others are available for customization in editor settings as well. To change " "keys associated with these and other actions navigate to **Editor > Editor " "Settings > Shortcuts**." msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:16 msgid "" "While some actions are universal, a lot of shortcuts are specific to " "individual tools. For this reason it is possible for some key combinations " "to be assigned to more than one function. The correct action will be " "performed depending on the context." msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:23 msgid "" "While Windows and Linux builds of the editor share most of the default " "settings, some shortcuts may differ for macOS version. This is done for " "better integration of the editor into macOS ecosystem. Users fluent with " "standard shortcuts on that OS should find Godot Editor's default key mapping " "intuitive." msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:29 #, fuzzy msgid "General editor actions" msgstr "Algemene Editor Acties" #: ../../docs/tutorials/editor/default_key_mapping.rst:32 #: ../../docs/tutorials/editor/default_key_mapping.rst:102 #: ../../docs/tutorials/editor/default_key_mapping.rst:123 #: ../../docs/tutorials/editor/default_key_mapping.rst:178 #: ../../docs/tutorials/editor/default_key_mapping.rst:255 #: ../../docs/tutorials/editor/default_key_mapping.rst:344 #: ../../docs/tutorials/editor/default_key_mapping.rst:391 #: ../../docs/tutorials/editor/default_key_mapping.rst:402 #: ../../docs/tutorials/editor/default_key_mapping.rst:415 #: ../../docs/tutorials/editor/default_key_mapping.rst:446 #: ../../docs/tutorials/editor/default_key_mapping.rst:459 #: ../../docs/tutorials/editor/default_key_mapping.rst:482 #: ../../docs/tutorials/editor/default_key_mapping.rst:499 #: ../../docs/tutorials/editor/default_key_mapping.rst:538 #: ../../docs/tutorials/editor/default_key_mapping.rst:565 msgid "Action name" msgstr "Actie naam" #: ../../docs/tutorials/editor/default_key_mapping.rst:32 #: ../../docs/tutorials/editor/default_key_mapping.rst:102 #: ../../docs/tutorials/editor/default_key_mapping.rst:123 #: ../../docs/tutorials/editor/default_key_mapping.rst:178 #: ../../docs/tutorials/editor/default_key_mapping.rst:255 #: ../../docs/tutorials/editor/default_key_mapping.rst:344 #: ../../docs/tutorials/editor/default_key_mapping.rst:391 #: ../../docs/tutorials/editor/default_key_mapping.rst:402 #: ../../docs/tutorials/editor/default_key_mapping.rst:415 #: ../../docs/tutorials/editor/default_key_mapping.rst:446 #: ../../docs/tutorials/editor/default_key_mapping.rst:459 #: ../../docs/tutorials/editor/default_key_mapping.rst:482 #: ../../docs/tutorials/editor/default_key_mapping.rst:499 #: ../../docs/tutorials/editor/default_key_mapping.rst:538 #: ../../docs/tutorials/editor/default_key_mapping.rst:565 msgid "Windows, Linux" msgstr "Windows, Linux" #: ../../docs/tutorials/editor/default_key_mapping.rst:32 #: ../../docs/tutorials/editor/default_key_mapping.rst:102 #: ../../docs/tutorials/editor/default_key_mapping.rst:123 #: ../../docs/tutorials/editor/default_key_mapping.rst:178 #: ../../docs/tutorials/editor/default_key_mapping.rst:255 #: ../../docs/tutorials/editor/default_key_mapping.rst:344 #: ../../docs/tutorials/editor/default_key_mapping.rst:391 #: ../../docs/tutorials/editor/default_key_mapping.rst:402 #: ../../docs/tutorials/editor/default_key_mapping.rst:415 #: ../../docs/tutorials/editor/default_key_mapping.rst:446 #: ../../docs/tutorials/editor/default_key_mapping.rst:459 #: ../../docs/tutorials/editor/default_key_mapping.rst:482 #: ../../docs/tutorials/editor/default_key_mapping.rst:499 #: ../../docs/tutorials/editor/default_key_mapping.rst:538 #: ../../docs/tutorials/editor/default_key_mapping.rst:565 msgid "Editor setting" msgstr "Editor instelling" #: ../../docs/tutorials/editor/default_key_mapping.rst:34 #, fuzzy msgid "Open 2D Workspace" msgstr "Open 2D Editor" #: ../../docs/tutorials/editor/default_key_mapping.rst:34 msgid ":kbd:`Ctrl + F1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:34 #, fuzzy msgid ":kbd:`Cmd + Ctrl + 1`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:34 msgid "``editor/editor_2d``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:36 #, fuzzy msgid "Open 3D Workspace" msgstr "Open 3D Editor" #: ../../docs/tutorials/editor/default_key_mapping.rst:36 #: ../../docs/tutorials/editor/default_key_mapping.rst:463 msgid ":kbd:`Ctrl + F2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:36 #, fuzzy msgid ":kbd:`Cmd + Ctrl + 2`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:36 msgid "``editor/editor_3d``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:38 msgid "Open Script Editor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:38 msgid ":kbd:`Ctrl + F3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:38 #, fuzzy msgid ":kbd:`Cmd + Ctrl + 3`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:38 msgid "``editor/editor_script``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:40 msgid "Search Help" msgstr "Zoek Hulp" #: ../../docs/tutorials/editor/default_key_mapping.rst:40 msgid ":kbd:`F1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:40 #, fuzzy msgid ":kbd:`Opt + Space`" msgstr ":kbd:`Space`" #: ../../docs/tutorials/editor/default_key_mapping.rst:40 msgid "``editor/editor_help``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:42 msgid "Distraction Free Mode" msgstr "Afleidingsvrijemodus" #: ../../docs/tutorials/editor/default_key_mapping.rst:42 msgid ":kbd:`Ctrl + Shift + F11`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:42 #: ../../docs/tutorials/editor/default_key_mapping.rst:486 msgid ":kbd:`Cmd + Shift + D`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:42 msgid "``editor/distraction_free_mode``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:44 #, fuzzy msgid "Next Scene Tab" msgstr "Volgend tabblad" #: ../../docs/tutorials/editor/default_key_mapping.rst:44 msgid ":kbd:`Ctrl + Tab`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:44 msgid "``editor/next_tab``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:46 #, fuzzy msgid "Previous Scene Tab" msgstr "Vorig tabblad" #: ../../docs/tutorials/editor/default_key_mapping.rst:46 msgid ":kbd:`Ctrl + Shift + Tab`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:46 msgid "``editor/prev_tab``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:48 msgid "Filter Files" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:48 msgid ":kbd:`Ctrl + Alt + P`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:48 #, fuzzy msgid ":kbd:`Opt + Cmd + P`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:48 msgid "``editor/filter_files``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid "Open Scene" msgstr "Scène openen" #: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid ":kbd:`Ctrl + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid ":kbd:`Cmd + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid "``editor/open_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:52 msgid "Close Scene" msgstr "Scène sluiten" #: ../../docs/tutorials/editor/default_key_mapping.rst:52 msgid ":kbd:`Ctrl + Shift + W`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:52 #: ../../docs/tutorials/editor/default_key_mapping.rst:374 msgid ":kbd:`Cmd + W`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:52 msgid "``editor/close_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:54 msgid "Reopen Closed Scene" msgstr "Gesloten scène heropenen" #: ../../docs/tutorials/editor/default_key_mapping.rst:54 #: ../../docs/tutorials/editor/default_key_mapping.rst:362 msgid ":kbd:`Ctrl + Shift + T`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:54 #: ../../docs/tutorials/editor/default_key_mapping.rst:362 msgid ":kbd:`Cmd + Shift + T`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:54 msgid "``editor/reopen_closed_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:56 msgid "Save Scene" msgstr "Scène opslaan" #: ../../docs/tutorials/editor/default_key_mapping.rst:56 #: ../../docs/tutorials/editor/default_key_mapping.rst:571 msgid ":kbd:`Ctrl + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:56 #: ../../docs/tutorials/editor/default_key_mapping.rst:571 msgid ":kbd:`Cmd + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:56 msgid "``editor/save_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid "Save Scene As" msgstr "Sla Scène op als" #: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid ":kbd:`Ctrl + Shift + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid ":kbd:`Cmd + Shift + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid "``editor/save_scene_as``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:60 msgid "Save All Scenes" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:60 #: ../../docs/tutorials/editor/default_key_mapping.rst:366 msgid ":kbd:`Ctrl + Shift + Alt + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:60 #: ../../docs/tutorials/editor/default_key_mapping.rst:366 #, fuzzy msgid ":kbd:`Cmd + Shift + Opt + S`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:60 msgid "``editor/save_all_scenes``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:62 msgid "Quick Open" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:62 msgid ":kbd:`Shift + Alt + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:62 #, fuzzy msgid ":kbd:`Cmd + Ctrl + O`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:62 msgid "``editor/quick_open``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid "Quick Open Scene" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid ":kbd:`Ctrl + Shift + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid ":kbd:`Cmd + Shift + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid "``editor/quick_open_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:66 msgid "Quick Open Script" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:66 msgid ":kbd:`Ctrl + Alt + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:66 #, fuzzy msgid ":kbd:`Opt + Cmd + O`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:66 msgid "``editor/quick_open_script``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:68 #: ../../docs/tutorials/editor/default_key_mapping.rst:277 msgid "Undo" msgstr "Ongedaan maken" #: ../../docs/tutorials/editor/default_key_mapping.rst:68 #: ../../docs/tutorials/editor/default_key_mapping.rst:277 msgid ":kbd:`Ctrl + Z`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:68 #: ../../docs/tutorials/editor/default_key_mapping.rst:277 msgid ":kbd:`Cmd + Z`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:68 msgid "``editor/undo``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:70 #: ../../docs/tutorials/editor/default_key_mapping.rst:279 msgid "Redo" msgstr "Opnieuw uitvoeren" #: ../../docs/tutorials/editor/default_key_mapping.rst:70 msgid ":kbd:`Ctrl + Shift + Z`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:70 msgid ":kbd:`Cmd + Shift + Z`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:70 msgid "``editor/redo``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid "Quit" msgstr "Afsluiten" #: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid ":kbd:`Ctrl + Q`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid ":kbd:`Cmd + Q`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid "``editor/file_quit``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:74 msgid "Quit to Project List" msgstr "Terug naar Project Overzicht" #: ../../docs/tutorials/editor/default_key_mapping.rst:74 msgid ":kbd:`Ctrl + Shift + Q`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:74 #, fuzzy msgid ":kbd:`Shift + Opt + Q`" msgstr ":kbd:`Shift + S`" #: ../../docs/tutorials/editor/default_key_mapping.rst:74 msgid "``editor/quit_to_project_list``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid "Take Screenshot" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid ":kbd:`Ctrl + F12`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid ":kbd:`Cmd + F12`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid "``editor/take_screenshot``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid "Toggle Fullscreen" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid ":kbd:`Shift + F11`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid ":kbd:`Cmd + Ctrl + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid "``editor/fullscreen_mode``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:80 msgid "Play" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:80 #: ../../docs/tutorials/editor/default_key_mapping.rst:423 msgid ":kbd:`F5`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:80 #: ../../docs/tutorials/editor/default_key_mapping.rst:321 msgid ":kbd:`Cmd + B`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:80 msgid "``editor/play``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid "Pause Scene" msgstr "Pauseer de Scène" #: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid ":kbd:`F7`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid ":kbd:`Cmd + Ctrl + Y`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid "``editor/pause_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:84 msgid "Stop" msgstr "Stop" #: ../../docs/tutorials/editor/default_key_mapping.rst:84 msgid ":kbd:`F8`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:84 #: ../../docs/tutorials/editor/default_key_mapping.rst:333 msgid ":kbd:`Cmd + .`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:84 msgid "``editor/stop``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:86 msgid "Play Scene" msgstr "Speel de Scène" #: ../../docs/tutorials/editor/default_key_mapping.rst:86 msgid ":kbd:`F6`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:86 #: ../../docs/tutorials/editor/default_key_mapping.rst:575 msgid ":kbd:`Cmd + R`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:86 msgid "``editor/play_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:88 msgid "Play Custom Scene" msgstr "Speel de eigengemaakte Scène" #: ../../docs/tutorials/editor/default_key_mapping.rst:88 msgid ":kbd:`Ctrl + Shift + F5`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:88 #: ../../docs/tutorials/editor/default_key_mapping.rst:275 #: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid ":kbd:`Cmd + Shift + R`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:88 msgid "``editor/play_custom_scene``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:90 msgid "Expand Bottom Panel" msgstr "Vergroot Onderste Paneel" #: ../../docs/tutorials/editor/default_key_mapping.rst:90 msgid ":kbd:`Shift + F12`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:90 msgid "``editor/bottom_panel_expand``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:92 #, fuzzy msgid "Command Palette" msgstr "Command line gebruik" #: ../../docs/tutorials/editor/default_key_mapping.rst:92 #: ../../docs/tutorials/editor/default_key_mapping.rst:161 msgid ":kbd:`Ctrl + Shift + P`" msgstr ":kbd:`Ctrl + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:92 #: ../../docs/tutorials/editor/default_key_mapping.rst:161 msgid ":kbd:`Cmd + Shift + P`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:92 #, fuzzy msgid "``editor/command_palette``" msgstr "``canvas_item_editor/select_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:96 #, fuzzy msgid "Bottom panels" msgstr "Vergroot Onderste Paneel" #: ../../docs/tutorials/editor/default_key_mapping.rst:98 msgid "" "Only bottom panels that are always available have a default shortcut " "assigned. Others must be manually bound in the Editor Settings if desired." msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:104 #, fuzzy msgid "Toggle Last Opened Panel" msgstr "Script-paneel in-/uitschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:104 #, fuzzy msgid ":kbd:`Ctrl + J`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:104 msgid "``editor/toggle_last_opened_bottom_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:106 #, fuzzy msgid "Toggle Animation Bottom Panel" msgstr "Vergroot Onderste Paneel" #: ../../docs/tutorials/editor/default_key_mapping.rst:106 #, fuzzy msgid ":kbd:`Alt + N`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:106 msgid "``bottom_panels/toggle_animation_bottom_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:108 #, fuzzy msgid "Toggle Audio Bottom Panel" msgstr "Script-paneel in-/uitschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:108 #, fuzzy msgid ":kbd:`Alt + A`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:108 msgid "``bottom_panels/toggle_audio_bottom_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:110 #, fuzzy msgid "Toggle Debugger Bottom Panel" msgstr "Debugger" #: ../../docs/tutorials/editor/default_key_mapping.rst:110 #, fuzzy msgid ":kbd:`Alt + D`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:110 msgid "``bottom_panels/toggle_debugger_bottom_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:112 #, fuzzy msgid "Toggle FileSystem Bottom Panel" msgstr "Script-paneel in-/uitschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:112 #: ../../docs/tutorials/editor/default_key_mapping.rst:289 #: ../../docs/tutorials/editor/default_key_mapping.rst:427 msgid ":kbd:`Alt + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:112 msgid "``bottom_panels/toggle_filesystem_bottom_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:114 #, fuzzy msgid "Toggle Output Bottom Panel" msgstr "Script-paneel in-/uitschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:114 #, fuzzy msgid ":kbd:`Alt + O`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:114 msgid "``bottom_panels/toggle_output_bottom_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:116 #, fuzzy msgid "Toggle Shader Editor Bottom Panel" msgstr "Script-paneel in-/uitschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:116 #, fuzzy msgid ":kbd:`Alt + S`" msgstr ":kbd:`Shift + S`" #: ../../docs/tutorials/editor/default_key_mapping.rst:116 msgid "``bottom_panels/toggle_shader_editor_bottom_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:120 msgid "2D / CanvasItem editor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:125 #: ../../docs/tutorials/editor/default_key_mapping.rst:380 msgid "Zoom In" msgstr "Inzoomen" #: ../../docs/tutorials/editor/default_key_mapping.rst:125 #: ../../docs/tutorials/editor/default_key_mapping.rst:380 msgid ":kbd:`Ctrl + =`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:125 #: ../../docs/tutorials/editor/default_key_mapping.rst:380 msgid ":kbd:`Cmd + =`" msgstr ":kbd:`Cmd + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:125 msgid "``canvas_item_editor/zoom_plus``" msgstr "``canvas_item_editor/zoom_plus``" #: ../../docs/tutorials/editor/default_key_mapping.rst:127 #: ../../docs/tutorials/editor/default_key_mapping.rst:382 msgid "Zoom Out" msgstr "Uitzoomen" #: ../../docs/tutorials/editor/default_key_mapping.rst:127 #: ../../docs/tutorials/editor/default_key_mapping.rst:382 msgid ":kbd:`Ctrl + -`" msgstr ":kbd:`Ctrl + -`" #: ../../docs/tutorials/editor/default_key_mapping.rst:127 #: ../../docs/tutorials/editor/default_key_mapping.rst:382 msgid ":kbd:`Cmd + -`" msgstr ":kbd:`Cmd + -`" #: ../../docs/tutorials/editor/default_key_mapping.rst:127 msgid "``canvas_item_editor/zoom_minus``" msgstr "``canvas_item_editor/zoom_minus``" #: ../../docs/tutorials/editor/default_key_mapping.rst:129 msgid "Zoom Reset" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:129 #: ../../docs/tutorials/editor/default_key_mapping.rst:384 msgid ":kbd:`Ctrl + 0`" msgstr ":kbd:`Ctrl + 0`" #: ../../docs/tutorials/editor/default_key_mapping.rst:129 #: ../../docs/tutorials/editor/default_key_mapping.rst:384 msgid ":kbd:`Cmd + 0`" msgstr ":kbd:`Cmd + 0`" #: ../../docs/tutorials/editor/default_key_mapping.rst:129 msgid "``canvas_item_editor/zoom_reset``" msgstr "``canvas_item_editor/zoom_reset``" #: ../../docs/tutorials/editor/default_key_mapping.rst:131 msgid "Pan View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:131 msgid ":kbd:`Space`" msgstr ":kbd:`Space`" #: ../../docs/tutorials/editor/default_key_mapping.rst:131 msgid "``canvas_item_editor/pan_view``" msgstr "``canvas_item_editor/pan_view``" #: ../../docs/tutorials/editor/default_key_mapping.rst:133 #: ../../docs/tutorials/editor/default_key_mapping.rst:198 msgid "Select Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:133 #: ../../docs/tutorials/editor/default_key_mapping.rst:192 #: ../../docs/tutorials/editor/default_key_mapping.rst:198 msgid ":kbd:`Q`" msgstr ":kbd:`Q`" #: ../../docs/tutorials/editor/default_key_mapping.rst:133 msgid "``canvas_item_editor/select_mode``" msgstr "``canvas_item_editor/select_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:135 #: ../../docs/tutorials/editor/default_key_mapping.rst:200 msgid "Move Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:135 #: ../../docs/tutorials/editor/default_key_mapping.rst:186 #: ../../docs/tutorials/editor/default_key_mapping.rst:200 msgid ":kbd:`W`" msgstr ":kbd:`W`" #: ../../docs/tutorials/editor/default_key_mapping.rst:135 msgid "``canvas_item_editor/move_mode``" msgstr "``canvas_item_editor/move_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:137 #: ../../docs/tutorials/editor/default_key_mapping.rst:202 msgid "Rotate Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:137 #: ../../docs/tutorials/editor/default_key_mapping.rst:190 #: ../../docs/tutorials/editor/default_key_mapping.rst:202 #: ../../docs/tutorials/editor/default_key_mapping.rst:523 msgid ":kbd:`E`" msgstr ":kbd:`E`" #: ../../docs/tutorials/editor/default_key_mapping.rst:137 msgid "``canvas_item_editor/rotate_mode``" msgstr "``canvas_item_editor/rotate_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:139 #: ../../docs/tutorials/editor/default_key_mapping.rst:204 msgid "Scale Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:139 #: ../../docs/tutorials/editor/default_key_mapping.rst:188 #: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid ":kbd:`S`" msgstr ":kbd:`S`" #: ../../docs/tutorials/editor/default_key_mapping.rst:139 msgid "``canvas_item_editor/scale_mode``" msgstr "``canvas_item_editor/scale_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:141 msgid "Ruler Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:141 #: ../../docs/tutorials/editor/default_key_mapping.rst:204 #: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid ":kbd:`R`" msgstr ":kbd:`R`" #: ../../docs/tutorials/editor/default_key_mapping.rst:141 msgid "``canvas_item_editor/ruler_mode``" msgstr "``canvas_item_editor/ruler_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:143 msgid "Use Smart Snap" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:143 msgid ":kbd:`Shift + S`" msgstr ":kbd:`Shift + S`" #: ../../docs/tutorials/editor/default_key_mapping.rst:143 msgid "``canvas_item_editor/use_smart_snap``" msgstr "``canvas_item_editor/use_smart_snap``" #: ../../docs/tutorials/editor/default_key_mapping.rst:145 msgid "Use Grid Snap" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:145 msgid ":kbd:`Shift + G`" msgstr ":kbd:`Shift + G`" #: ../../docs/tutorials/editor/default_key_mapping.rst:145 msgid "``canvas_item_editor/use_grid_snap``" msgstr "``canvas_item_editor/use_grid_snap``" #: ../../docs/tutorials/editor/default_key_mapping.rst:147 msgid "Multiply grid step by 2" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:147 msgid ":kbd:`Num *`" msgstr ":kbd:`Num *`" #: ../../docs/tutorials/editor/default_key_mapping.rst:147 msgid "``canvas_item_editor/multiply_grid_step``" msgstr "``canvas_item_editor/multiply_grid_step``" #: ../../docs/tutorials/editor/default_key_mapping.rst:149 msgid "Divide grid step by 2" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:149 msgid ":kbd:`Num /`" msgstr ":kbd:`Num /`" #: ../../docs/tutorials/editor/default_key_mapping.rst:149 msgid "``canvas_item_editor/divide_grid_step``" msgstr "``canvas_item_editor/divide_grid_step``" #: ../../docs/tutorials/editor/default_key_mapping.rst:151 msgid "Always Show Grid" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:151 msgid ":kbd:`G`" msgstr ":kbd:`G`" #: ../../docs/tutorials/editor/default_key_mapping.rst:151 msgid "``canvas_item_editor/show_grid``" msgstr "``canvas_item_editor/show_grid``" #: ../../docs/tutorials/editor/default_key_mapping.rst:153 msgid "Show Helpers" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:153 msgid ":kbd:`H`" msgstr ":kbd:`H`" #: ../../docs/tutorials/editor/default_key_mapping.rst:153 msgid "``canvas_item_editor/show_helpers``" msgstr "``canvas_item_editor/show_helpers``" #: ../../docs/tutorials/editor/default_key_mapping.rst:155 msgid "Show Guides" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:155 #: ../../docs/tutorials/editor/default_key_mapping.rst:208 msgid ":kbd:`Y`" msgstr ":kbd:`Y`" #: ../../docs/tutorials/editor/default_key_mapping.rst:155 msgid "``canvas_item_editor/show_guides``" msgstr "``canvas_item_editor/show_guides``" #: ../../docs/tutorials/editor/default_key_mapping.rst:157 msgid "Center Selection" msgstr "Midden Selectie" #: ../../docs/tutorials/editor/default_key_mapping.rst:157 #: ../../docs/tutorials/editor/default_key_mapping.rst:230 msgid ":kbd:`F`" msgstr ":kbd:`F`" #: ../../docs/tutorials/editor/default_key_mapping.rst:157 msgid "``canvas_item_editor/center_selection``" msgstr "``canvas_item_editor/center_selection``" #: ../../docs/tutorials/editor/default_key_mapping.rst:159 msgid "Frame Selection" msgstr "Frame Selectie" #: ../../docs/tutorials/editor/default_key_mapping.rst:159 #: ../../docs/tutorials/editor/default_key_mapping.rst:180 msgid ":kbd:`Shift + F`" msgstr ":kbd:`Shift + F`" #: ../../docs/tutorials/editor/default_key_mapping.rst:159 msgid "``canvas_item_editor/frame_selection``" msgstr "``canvas_item_editor/frame_selection``" #: ../../docs/tutorials/editor/default_key_mapping.rst:161 msgid "Preview Canvas Scale" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:161 msgid "``canvas_item_editor/preview_canvas_scale``" msgstr "``canvas_item_editor/preview_canvas_scale``" #: ../../docs/tutorials/editor/default_key_mapping.rst:163 msgid "Insert Key" msgstr "Sleutel invoegen" #: ../../docs/tutorials/editor/default_key_mapping.rst:163 msgid ":kbd:`Ins`" msgstr ":kbd:`Ins`" #: ../../docs/tutorials/editor/default_key_mapping.rst:163 msgid "``canvas_item_editor/anim_insert_key``" msgstr "``canvas_item_editor/anim_insert_key``" #: ../../docs/tutorials/editor/default_key_mapping.rst:165 msgid "Insert Key (Existing Tracks)" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:165 msgid ":kbd:`Ctrl + Ins`" msgstr ":kbd:`Ctrl + Ins`" #: ../../docs/tutorials/editor/default_key_mapping.rst:165 msgid ":kbd:`Cmd + Ins`" msgstr ":kbd:`Cmd + Ins`" #: ../../docs/tutorials/editor/default_key_mapping.rst:165 msgid "``canvas_item_editor/anim_insert_key_existing_tracks``" msgstr "``canvas_item_editor/anim_insert_key_existing_tracks``" #: ../../docs/tutorials/editor/default_key_mapping.rst:167 msgid "Make Custom Bones from Nodes" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:167 #: ../../docs/tutorials/editor/default_key_mapping.rst:323 msgid ":kbd:`Ctrl + Shift + B`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:167 #: ../../docs/tutorials/editor/default_key_mapping.rst:323 #: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid ":kbd:`Cmd + Shift + B`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:167 msgid "``canvas_item_editor/skeleton_make_bones``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:169 msgid "Clear Pose" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:169 msgid ":kbd:`Shift + K`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:169 msgid "``canvas_item_editor/anim_clear_pose``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:175 msgid "3D / Spatial editor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:180 msgid "Toggle Freelook" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:180 msgid "``spatial_editor/freelook_toggle``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:182 msgid "Freelook Left" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:182 msgid ":kbd:`A`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:182 msgid "``spatial_editor/freelook_left``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:184 msgid "Freelook Right" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:184 #: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid ":kbd:`D`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:184 msgid "``spatial_editor/freelook_right``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:186 msgid "Freelook Forward" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:186 msgid "``spatial_editor/freelook_forward``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:188 msgid "Freelook Backwards" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:188 msgid "``spatial_editor/freelook_backwards``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:190 msgid "Freelook Up" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:190 msgid "``spatial_editor/freelook_up``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:192 msgid "Freelook Down" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:192 msgid "``spatial_editor/freelook_down``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:194 msgid "Freelook Speed Modifier" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:194 msgid ":kbd:`Shift`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:194 msgid "``spatial_editor/freelook_speed_modifier``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:196 msgid "Freelook Slow Modifier" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:196 msgid ":kbd:`Alt`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:196 #, fuzzy msgid ":kbd:`Opt`" msgstr ":kbd:`Q`" #: ../../docs/tutorials/editor/default_key_mapping.rst:196 msgid "``spatial_editor/freelook_slow_modifier``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:198 msgid "``spatial_editor/tool_select``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:200 msgid "``spatial_editor/tool_move``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:202 msgid "``spatial_editor/tool_rotate``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:204 msgid "``spatial_editor/tool_scale``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:206 msgid "Use Local Space" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:206 msgid ":kbd:`T`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:206 msgid "``spatial_editor/local_coords``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:208 msgid "Use Snap" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:208 msgid "``spatial_editor/snap``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:210 msgid "Snap Object to Floor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:210 #: ../../docs/tutorials/editor/default_key_mapping.rst:540 msgid ":kbd:`PgDown`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:210 msgid "``spatial_editor/snap_to_floor``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:212 msgid "Top View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:212 msgid ":kbd:`Num 7`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:212 msgid "``spatial_editor/top_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:214 msgid "Bottom View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:214 msgid ":kbd:`Alt + Num 7`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:214 #, fuzzy msgid ":kbd:`Opt + Num 7`" msgstr ":kbd:`Num *`" #: ../../docs/tutorials/editor/default_key_mapping.rst:214 msgid "``spatial_editor/bottom_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:216 msgid "Front View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:216 msgid ":kbd:`Num 1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:216 msgid "``spatial_editor/front_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:218 msgid "Rear View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:218 msgid ":kbd:`Alt + Num 1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:218 #, fuzzy msgid ":kbd:`Opt + Num 1`" msgstr ":kbd:`Num *`" #: ../../docs/tutorials/editor/default_key_mapping.rst:218 msgid "``spatial_editor/rear_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:220 msgid "Right View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:220 msgid ":kbd:`Num 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:220 msgid "``spatial_editor/right_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:222 msgid "Left View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:222 msgid ":kbd:`Alt + Num 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:222 #, fuzzy msgid ":kbd:`Opt + Num 3`" msgstr ":kbd:`Num *`" #: ../../docs/tutorials/editor/default_key_mapping.rst:222 msgid "``spatial_editor/left_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:224 msgid "Switch Perspective/Orthogonal View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:224 msgid ":kbd:`Num 5`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:224 msgid "``spatial_editor/switch_perspective_orthogonal``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:226 msgid "Insert Animation Key" msgstr "Voer Animation Key in" #: ../../docs/tutorials/editor/default_key_mapping.rst:226 msgid ":kbd:`K`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:226 msgid "``spatial_editor/insert_anim_key``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:228 msgid "Focus Origin" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:228 msgid ":kbd:`O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:228 msgid "``spatial_editor/focus_origin``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:230 msgid "Focus Selection" msgstr "Focus Selectie" #: ../../docs/tutorials/editor/default_key_mapping.rst:230 msgid "``spatial_editor/focus_selection``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 msgid "Align Transform with View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 msgid ":kbd:`Ctrl + Alt + M`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 #, fuzzy msgid ":kbd:`Opt + Cmd + M`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 msgid "``spatial_editor/align_transform_with_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:234 msgid "Align Rotation with View" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:234 #: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid ":kbd:`Ctrl + Alt + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:234 #: ../../docs/tutorials/editor/default_key_mapping.rst:273 #, fuzzy msgid ":kbd:`Opt + Cmd + F`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:234 msgid "``spatial_editor/align_rotation_with_view``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:236 msgid "1 Viewport" msgstr "1 Beeldvenster" #: ../../docs/tutorials/editor/default_key_mapping.rst:236 msgid ":kbd:`Ctrl + 1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:236 msgid ":kbd:`Cmd + 1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:236 msgid "``spatial_editor/1_viewport``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:238 msgid "2 Viewports" msgstr "2 Beeldvensters" #: ../../docs/tutorials/editor/default_key_mapping.rst:238 msgid ":kbd:`Ctrl + 2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:238 msgid ":kbd:`Cmd + 2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:238 msgid "``spatial_editor/2_viewports``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:240 msgid "2 Viewports (Alt)" msgstr "2 Beeldvensters (Alt)" #: ../../docs/tutorials/editor/default_key_mapping.rst:240 msgid ":kbd:`Ctrl + Alt + 2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:240 #, fuzzy msgid ":kbd:`Opt + Cmd + 2`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:240 msgid "``spatial_editor/2_viewports_alt``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:242 msgid "3 Viewports" msgstr "3 Beeldvensters" #: ../../docs/tutorials/editor/default_key_mapping.rst:242 msgid ":kbd:`Ctrl + 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:242 msgid ":kbd:`Cmd + 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:242 msgid "``spatial_editor/3_viewports``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:244 msgid "3 Viewports (Alt)" msgstr "3 Beeldvensters (Alt)" #: ../../docs/tutorials/editor/default_key_mapping.rst:244 msgid ":kbd:`Ctrl + Alt + 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:244 #, fuzzy msgid ":kbd:`Opt + Cmd + 3`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:244 msgid "``spatial_editor/3_viewports_alt``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:246 msgid "4 Viewports" msgstr "4 Beeldvensters" #: ../../docs/tutorials/editor/default_key_mapping.rst:246 msgid ":kbd:`Ctrl + 4`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:246 msgid ":kbd:`Cmd + 4`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:246 msgid "``spatial_editor/4_viewports``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:252 #, fuzzy msgid "Text editor" msgstr "Tekst Editor" #: ../../docs/tutorials/editor/default_key_mapping.rst:257 msgid "Cut" msgstr "Knippen" #: ../../docs/tutorials/editor/default_key_mapping.rst:257 #: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid ":kbd:`Ctrl + X`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:257 #: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid ":kbd:`Cmd + X`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:257 msgid "``script_text_editor/cut``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:259 msgid "Copy" msgstr "Kopiëren" #: ../../docs/tutorials/editor/default_key_mapping.rst:259 #: ../../docs/tutorials/editor/default_key_mapping.rst:393 #: ../../docs/tutorials/editor/default_key_mapping.rst:448 #: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid ":kbd:`Ctrl + C`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:259 #: ../../docs/tutorials/editor/default_key_mapping.rst:393 #: ../../docs/tutorials/editor/default_key_mapping.rst:448 #: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid ":kbd:`Cmd + C`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:259 msgid "``script_text_editor/copy``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:261 msgid "Paste" msgstr "Plakken" #: ../../docs/tutorials/editor/default_key_mapping.rst:261 #: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid ":kbd:`Ctrl + V`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:261 #: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid ":kbd:`Cmd + V`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:261 msgid "``script_text_editor/paste``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:263 msgid "Select All" msgstr "Alles selecteren" #: ../../docs/tutorials/editor/default_key_mapping.rst:263 #: ../../docs/tutorials/editor/default_key_mapping.rst:461 msgid ":kbd:`Ctrl + A`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:263 #: ../../docs/tutorials/editor/default_key_mapping.rst:461 msgid ":kbd:`Cmd + A`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:263 msgid "``script_text_editor/select_all``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:265 #: ../../docs/tutorials/editor/default_key_mapping.rst:346 msgid "Find" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:265 #: ../../docs/tutorials/editor/default_key_mapping.rst:346 msgid ":kbd:`Ctrl + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:265 #: ../../docs/tutorials/editor/default_key_mapping.rst:346 msgid ":kbd:`Cmd + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:265 msgid "``script_text_editor/find``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:267 #: ../../docs/tutorials/editor/default_key_mapping.rst:348 msgid "Find Next" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:267 #: ../../docs/tutorials/editor/default_key_mapping.rst:348 msgid ":kbd:`F3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:267 msgid ":kbd:`Cmd + G`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:267 msgid "``script_text_editor/find_next``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:269 #: ../../docs/tutorials/editor/default_key_mapping.rst:350 msgid "Find Previous" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:269 #: ../../docs/tutorials/editor/default_key_mapping.rst:350 msgid ":kbd:`Shift + F3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:269 #: ../../docs/tutorials/editor/default_key_mapping.rst:435 msgid ":kbd:`Cmd + Shift + G`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:269 msgid "``script_text_editor/find_previous``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:271 #: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid "Find in Files" msgstr "In bestanden vinden" #: ../../docs/tutorials/editor/default_key_mapping.rst:271 #: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid ":kbd:`Ctrl + Shift + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:271 #: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid ":kbd:`Cmd + Shift + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:271 msgid "``script_text_editor/find_in_files``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:273 msgid "Replace" msgstr "Vervangen" #: ../../docs/tutorials/editor/default_key_mapping.rst:273 #: ../../docs/tutorials/editor/default_key_mapping.rst:575 msgid ":kbd:`Ctrl + R`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:273 msgid "``script_text_editor/replace``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:275 msgid "Replace in Files" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:275 #: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid ":kbd:`Ctrl + Shift + R`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:275 msgid "``script_text_editor/replace_in_files``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:277 msgid "``script_text_editor/undo``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:279 msgid ":kbd:`Ctrl + Y`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:279 msgid ":kbd:`Cmd + Y`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:279 msgid "``script_text_editor/redo``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:281 #: ../../docs/tutorials/editor/default_key_mapping.rst:354 #: ../../docs/tutorials/editor/default_key_mapping.rst:473 msgid "Move Up" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:281 #: ../../docs/tutorials/editor/default_key_mapping.rst:421 msgid ":kbd:`Alt + Up Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:281 #: ../../docs/tutorials/editor/default_key_mapping.rst:421 #, fuzzy msgid ":kbd:`Opt + Up Arrow`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:281 msgid "``script_text_editor/move_up``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:283 #: ../../docs/tutorials/editor/default_key_mapping.rst:356 #: ../../docs/tutorials/editor/default_key_mapping.rst:475 msgid "Move Down" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:283 msgid ":kbd:`Alt + Down Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:283 #, fuzzy msgid ":kbd:`Opt + Down Arrow`" msgstr ":kbd:`Ctrl + Ins`" #: ../../docs/tutorials/editor/default_key_mapping.rst:283 msgid "``script_text_editor/move_down``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:285 msgid "Delete Line" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:285 #: ../../docs/tutorials/editor/default_key_mapping.rst:395 msgid ":kbd:`Ctrl + Shift + K`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:285 #: ../../docs/tutorials/editor/default_key_mapping.rst:395 msgid ":kbd:`Cmd + Shift + K`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:285 msgid "``script_text_editor/delete_line``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:287 msgid "Toggle Comment" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:287 msgid ":kbd:`Ctrl + K`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:287 msgid ":kbd:`Cmd + K`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:287 msgid "``script_text_editor/toggle_comment``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:289 msgid "Fold/Unfold Line" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:289 #, fuzzy msgid ":kbd:`Ctrl + Cmd + F`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:289 msgid "``script_text_editor/toggle_fold_line``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:291 #, fuzzy msgid "Duplicate Lines" msgstr "Dupliceren" #: ../../docs/tutorials/editor/default_key_mapping.rst:291 #, fuzzy msgid ":kbd:`Ctrl + Alt + Down Arrow`" msgstr ":kbd:`Shift + S`" #: ../../docs/tutorials/editor/default_key_mapping.rst:291 #, fuzzy msgid ":kbd:`Cmd + Shift + Down Arrow`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:291 #, fuzzy msgid "``script_text_editor/duplicate_lines``" msgstr "``animation_editor/duplicate_selection``" #: ../../docs/tutorials/editor/default_key_mapping.rst:293 #: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid "Duplicate Selection" msgstr "Selectie dupliceren" #: ../../docs/tutorials/editor/default_key_mapping.rst:293 #: ../../docs/tutorials/editor/default_key_mapping.rst:486 msgid ":kbd:`Ctrl + Shift + D`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:293 msgid ":kbd:`Cmd + Shift + C`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:293 #, fuzzy msgid "``script_text_editor/duplicate_selection``" msgstr "``animation_editor/duplicate_selection``" #: ../../docs/tutorials/editor/default_key_mapping.rst:295 #, fuzzy msgid "Select Down" msgstr "Selectie" #: ../../docs/tutorials/editor/default_key_mapping.rst:295 #, fuzzy msgid ":kbd:`Ctrl + Shift + Down Arrow`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:295 #: ../../docs/tutorials/editor/default_key_mapping.rst:356 #, fuzzy msgid ":kbd:`Shift + Opt + Down Arrow`" msgstr ":kbd:`Shift + S`" #: ../../docs/tutorials/editor/default_key_mapping.rst:295 msgid "``common/ui_text_caret_add_below``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:297 #, fuzzy msgid "Select Up" msgstr "Selecteren" #: ../../docs/tutorials/editor/default_key_mapping.rst:297 #, fuzzy msgid ":kbd:`Ctrl + Shift + Up Arrow`" msgstr ":kbd:`Ctrl + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:297 #: ../../docs/tutorials/editor/default_key_mapping.rst:354 #, fuzzy msgid ":kbd:`Shift + Opt + Up Arrow`" msgstr ":kbd:`Shift + S`" #: ../../docs/tutorials/editor/default_key_mapping.rst:297 msgid "``common/ui_text_caret_add_above``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:299 msgid "Select Next Occurrence" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:299 #: ../../docs/tutorials/editor/default_key_mapping.rst:450 #: ../../docs/tutorials/editor/default_key_mapping.rst:471 #: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid ":kbd:`Ctrl + D`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:299 #: ../../docs/tutorials/editor/default_key_mapping.rst:450 #: ../../docs/tutorials/editor/default_key_mapping.rst:471 #: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid ":kbd:`Cmd + D`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:299 msgid "``common/ui_text_add_selection_for_next_occurrence``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:301 msgid "Complete Symbol" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:301 msgid ":kbd:`Ctrl + Space`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:301 msgid "``script_text_editor/complete_symbol``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:303 msgid "Evaluate Selection" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:303 msgid ":kbd:`Ctrl + Shift + E`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:303 msgid ":kbd:`Cmd + Shift + E`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:303 msgid "``script_text_editor/evaluate_selection``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:305 msgid "Trim Trailing Whitespace" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:305 msgid ":kbd:`Ctrl + Alt + T`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:305 #, fuzzy msgid ":kbd:`Opt + Cmd + T`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:305 msgid "``script_text_editor/trim_trailing_whitespace``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid "Uppercase" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid ":kbd:`Shift + F4`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid "``script_text_editor/convert_to_uppercase``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:309 msgid "Lowercase" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:309 msgid ":kbd:`Shift + F5`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:309 msgid "``script_text_editor/convert_to_lowercase``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:311 msgid "Capitalize" msgstr "Elk Woord Met Hoofdletter" #: ../../docs/tutorials/editor/default_key_mapping.rst:311 msgid ":kbd:`Shift + F6`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:311 msgid "``script_text_editor/capitalize``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid "Convert Indent to Spaces" msgstr "Insprong in spaties omzetten" #: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid ":kbd:`Ctrl + Shift + Y`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid ":kbd:`Cmd + Shift + Y`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid "``script_text_editor/convert_indent_to_spaces``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid "Convert Indent to Tabs" msgstr "Insprong in Tabs omzetten" #: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid ":kbd:`Ctrl + Shift + I`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid ":kbd:`Cmd + Shift + I`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid "``script_text_editor/convert_indent_to_tabs``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:317 msgid "Auto Indent" msgstr "Automatisch inspringen" #: ../../docs/tutorials/editor/default_key_mapping.rst:317 #: ../../docs/tutorials/editor/default_key_mapping.rst:569 msgid ":kbd:`Ctrl + I`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:317 #: ../../docs/tutorials/editor/default_key_mapping.rst:569 msgid ":kbd:`Cmd + I`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:317 msgid "``script_text_editor/auto_indent``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:319 msgid "Toggle Bookmark" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:319 msgid ":kbd:`Ctrl + Alt + B`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:319 #, fuzzy msgid ":kbd:`Opt + Cmd + B`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:319 msgid "``script_text_editor/toggle_bookmark``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:321 msgid "Go to Next Bookmark" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:321 msgid ":kbd:`Ctrl + B`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:321 msgid "``script_text_editor/goto_next_bookmark``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:323 msgid "Go to Previous Bookmark" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:323 msgid "``script_text_editor/goto_previous_bookmark``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid "Go to Function" msgstr "Ga naar de Functie" #: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid ":kbd:`Ctrl + Cmd + J`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid "``script_text_editor/goto_function``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:327 msgid "Go to Line" msgstr "Naar regel gaan" #: ../../docs/tutorials/editor/default_key_mapping.rst:327 #: ../../docs/tutorials/editor/default_key_mapping.rst:435 msgid ":kbd:`Ctrl + L`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:327 msgid ":kbd:`Cmd + L`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:327 msgid "``script_text_editor/goto_line``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid "Toggle Breakpoint" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid ":kbd:`F9`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid "``script_text_editor/toggle_breakpoint``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:331 msgid "Remove All Breakpoints" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:331 msgid ":kbd:`Ctrl + Shift + F9`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:331 msgid ":kbd:`Cmd + Shift + F9`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:331 msgid "``script_text_editor/remove_all_breakpoints``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:333 msgid "Go to Next Breakpoint" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:333 msgid ":kbd:`Ctrl + .`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:333 msgid "``script_text_editor/goto_next_breakpoint``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:335 msgid "Go to Previous Breakpoint" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:335 msgid ":kbd:`Ctrl + ,`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:335 msgid ":kbd:`Cmd + ,`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:335 msgid "``script_text_editor/goto_previous_breakpoint``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:337 msgid "Contextual Help" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:337 msgid ":kbd:`Alt + F1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:337 #, fuzzy msgid ":kbd:`Opt + Shift + Space`" msgstr ":kbd:`Ctrl + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:337 msgid "``script_text_editor/contextual_help``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:341 #, fuzzy msgid "Script editor" msgstr "Script Editor" #: ../../docs/tutorials/editor/default_key_mapping.rst:346 msgid "``script_editor/find``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:348 msgid "``script_editor/find_next``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:350 msgid "``script_editor/find_previous``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid "``script_editor/find_in_files``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:354 msgid ":kbd:`Shift + Alt + Up Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:354 msgid "``script_editor/window_move_up``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:356 msgid ":kbd:`Shift + Alt + Down Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:356 msgid "``script_editor/window_move_down``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid "Next Script" msgstr "Volgende Script" #: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid ":kbd:`Ctrl + Shift + .`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid ":kbd:`Cmd + Shift + .`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid "``script_editor/next_script``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:360 msgid "Previous Script" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:360 msgid ":kbd:`Ctrl + Shift + ,`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:360 msgid ":kbd:`Cmd + Shift + ,`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:360 msgid "``script_editor/prev_script``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:362 msgid "Reopen Closed Script" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:362 msgid "``script_editor/reopen_closed_script``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:364 msgid "Save" msgstr "Opslaan" #: ../../docs/tutorials/editor/default_key_mapping.rst:364 msgid ":kbd:`Ctrl + Alt + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:364 #, fuzzy msgid ":kbd:`Opt + Cmd + S`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:364 msgid "``script_editor/save``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:366 msgid "Save All" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:366 msgid "``script_editor/save_all``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid "Soft Reload Script" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid "``script_editor/reload_script_soft``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:370 msgid "History Previous" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:370 #: ../../docs/tutorials/editor/default_key_mapping.rst:417 msgid ":kbd:`Alt + Left Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:370 #: ../../docs/tutorials/editor/default_key_mapping.rst:417 #, fuzzy msgid ":kbd:`Opt + Left Arrow`" msgstr ":kbd:`Ctrl + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:370 msgid "``script_editor/history_previous``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:372 msgid "History Next" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:372 #: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid ":kbd:`Alt + Right Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:372 #: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid ":kbd:`Opt + Right Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:372 msgid "``script_editor/history_next``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:374 msgid "Close" msgstr "Sluiten" #: ../../docs/tutorials/editor/default_key_mapping.rst:374 msgid ":kbd:`Ctrl + W`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:374 msgid "``script_editor/close_file``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:376 #: ../../docs/engine_details/development/compiling/compiling_for_ios.rst:86 msgid "Run" msgstr "Uitvoeren" #: ../../docs/tutorials/editor/default_key_mapping.rst:376 msgid ":kbd:`Ctrl + Shift + X`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:376 msgid ":kbd:`Cmd + Shift + X`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:376 msgid "``script_editor/run_file``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:378 msgid "Toggle Scripts Panel" msgstr "Script-paneel in-/uitschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:378 msgid ":kbd:`Ctrl + \\\\`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:378 msgid ":kbd:`Cmd + \\\\`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:378 msgid "``script_editor/toggle_scripts_panel``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:380 msgid "``script_editor/zoom_in``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:382 msgid "``script_editor/zoom_out``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:384 msgid "Reset Zoom" msgstr "Zoom herstellen" #: ../../docs/tutorials/editor/default_key_mapping.rst:384 msgid "``script_editor/reset_zoom``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:388 #, fuzzy msgid "Editor output" msgstr "Editor uitvoer" #: ../../docs/tutorials/editor/default_key_mapping.rst:393 #: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid "Copy Selection" msgstr "Selectie kopiëren" #: ../../docs/tutorials/editor/default_key_mapping.rst:393 msgid "``editor/copy_output``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:395 msgid "Clear Output" msgstr "Uitvoer wissen" #: ../../docs/tutorials/editor/default_key_mapping.rst:395 msgid "``editor/clear_output``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:399 msgid "Debugger" msgstr "Debugger" #: ../../docs/tutorials/editor/default_key_mapping.rst:404 msgid "Step Into" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:404 msgid ":kbd:`F11`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:404 msgid "``debugger/step_into``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:406 msgid "Step Over" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:406 msgid ":kbd:`F10`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:406 msgid "``debugger/step_over``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:408 msgid "Continue" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:408 msgid ":kbd:`F12`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:408 msgid "``debugger/continue``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:412 #, fuzzy msgid "File dialog" msgstr "Vijand script" #: ../../docs/tutorials/editor/default_key_mapping.rst:417 msgid "Go Back" msgstr "Ga Terug" #: ../../docs/tutorials/editor/default_key_mapping.rst:417 msgid "``file_dialog/go_back``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid "Go Forward" msgstr "Ga Verder" #: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid "``file_dialog/go_forward``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:421 msgid "Go Up" msgstr "Ga Omhoog" #: ../../docs/tutorials/editor/default_key_mapping.rst:421 msgid "``file_dialog/go_up``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:423 msgid "Refresh" msgstr "Herladen" #: ../../docs/tutorials/editor/default_key_mapping.rst:423 msgid "``file_dialog/refresh``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:425 msgid "Toggle Hidden Files" msgstr "Verborgen Bestanden Omschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:425 msgid ":kbd:`Ctrl + H`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:425 msgid ":kbd:`Cmd + H`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:425 msgid "``file_dialog/toggle_hidden_files``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:427 msgid "Toggle Favorite" msgstr "Favoriet Omschakelen" #: ../../docs/tutorials/editor/default_key_mapping.rst:427 #, fuzzy msgid ":kbd:`Opt + F`" msgstr ":kbd:`Shift + F`" #: ../../docs/tutorials/editor/default_key_mapping.rst:427 msgid "``file_dialog/toggle_favorite``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:429 msgid "Toggle Mode" msgstr "Modus wisselen" #: ../../docs/tutorials/editor/default_key_mapping.rst:429 msgid ":kbd:`Alt + V`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:429 #, fuzzy msgid ":kbd:`Opt + V`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:429 msgid "``file_dialog/toggle_mode``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:431 msgid "Create Folder" msgstr "Map maken" #: ../../docs/tutorials/editor/default_key_mapping.rst:431 #: ../../docs/tutorials/editor/default_key_mapping.rst:567 msgid ":kbd:`Ctrl + N`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:431 #: ../../docs/tutorials/editor/default_key_mapping.rst:567 msgid ":kbd:`Cmd + N`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:431 msgid "``file_dialog/create_folder``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:433 #: ../../docs/tutorials/editor/default_key_mapping.rst:452 #: ../../docs/tutorials/editor/default_key_mapping.rst:467 msgid "Delete" msgstr "Verwijderen" #: ../../docs/tutorials/editor/default_key_mapping.rst:433 #: ../../docs/tutorials/editor/default_key_mapping.rst:452 #: ../../docs/tutorials/editor/default_key_mapping.rst:467 #: ../../docs/tutorials/editor/default_key_mapping.rst:488 #: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid ":kbd:`Del`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:433 #: ../../docs/tutorials/editor/default_key_mapping.rst:452 #: ../../docs/tutorials/editor/default_key_mapping.rst:467 #: ../../docs/tutorials/editor/default_key_mapping.rst:488 #: ../../docs/tutorials/editor/default_key_mapping.rst:509 #: ../../docs/tutorials/editor/default_key_mapping.rst:579 msgid ":kbd:`Cmd + BkSp`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:433 msgid "``file_dialog/delete``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:435 msgid "Focus Path" msgstr "Focus Pad" #: ../../docs/tutorials/editor/default_key_mapping.rst:435 msgid "``file_dialog/focus_path``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:437 msgid "Move Favorite Up" msgstr "Verplaats Favoriet Naar Boven" #: ../../docs/tutorials/editor/default_key_mapping.rst:437 #: ../../docs/tutorials/editor/default_key_mapping.rst:473 msgid ":kbd:`Ctrl + Up Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:437 #: ../../docs/tutorials/editor/default_key_mapping.rst:473 msgid ":kbd:`Cmd + Up Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:437 msgid "``file_dialog/move_favorite_up``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:439 msgid "Move Favorite Down" msgstr "Verplaats Favoriet Naar Beneden" #: ../../docs/tutorials/editor/default_key_mapping.rst:439 #: ../../docs/tutorials/editor/default_key_mapping.rst:475 msgid ":kbd:`Ctrl + Down Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:439 #: ../../docs/tutorials/editor/default_key_mapping.rst:475 msgid ":kbd:`Cmd + Down Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:439 msgid "``file_dialog/move_favorite_down``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:443 #, fuzzy msgid "FileSystem dock" msgstr "Bestandssysteempaneel" #: ../../docs/tutorials/editor/default_key_mapping.rst:448 msgid "Copy Path" msgstr "Kopieer Pad" #: ../../docs/tutorials/editor/default_key_mapping.rst:448 msgid "``filesystem_dock/copy_path``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:450 #: ../../docs/tutorials/editor/default_key_mapping.rst:471 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:130 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:219 msgid "Duplicate" msgstr "Dupliceren" #: ../../docs/tutorials/editor/default_key_mapping.rst:450 msgid "``filesystem_dock/duplicate``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:452 msgid "``filesystem_dock/delete``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:456 #, fuzzy msgid "Scene tree dock" msgstr "Scène boom editor." #: ../../docs/tutorials/editor/default_key_mapping.rst:461 msgid "Add Child Node" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:461 msgid "``scene_tree/add_child_node``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:463 msgid "Batch Rename" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:463 msgid ":kbd:`Cmd + F2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:463 msgid "``scene_tree/batch_rename``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:465 msgid "Copy Node Path" msgstr "Kopieer het knoop-pad" #: ../../docs/tutorials/editor/default_key_mapping.rst:465 #, fuzzy msgid ":kbd:`Ctrl + Shift + C`" msgstr ":kbd:`Ctrl + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:465 #, fuzzy msgid ":kbd:`Cmd + Shift + C`" msgstr ":kbd:`Cmd + Shift + P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:465 msgid "``scene_tree/copy_node_path``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:467 msgid "``scene_tree/delete``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:469 msgid "Force Delete" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:469 msgid ":kbd:`Shift + Del`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:469 msgid "``scene_tree/delete_no_confirm``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:471 msgid "``scene_tree/duplicate``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:473 msgid "``scene_tree/move_up``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:475 msgid "``scene_tree/move_down``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:479 #, fuzzy msgid "Animation track editor" msgstr "Animatie Verloop Editor" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid "``animation_editor/duplicate_selection``" msgstr "``animation_editor/duplicate_selection``" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 msgid "Duplicate Transposed" msgstr "Getransponeerde dupliceren" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 msgid "``animation_editor/duplicate_selection_transposed``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:488 #: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid "Delete Selection" msgstr "Selectie verwijderen" #: ../../docs/tutorials/editor/default_key_mapping.rst:488 msgid "``animation_editor/delete_selection``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 msgid "Go to Next Step" msgstr "Naar volgende stap gaan" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 msgid ":kbd:`Ctrl + Right Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 msgid ":kbd:`Cmd + Right Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 msgid "``animation_editor/goto_next_step``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:492 msgid "Go to Previous Step" msgstr "Naar vorige stap gaan" #: ../../docs/tutorials/editor/default_key_mapping.rst:492 msgid ":kbd:`Ctrl + Left Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:492 msgid ":kbd:`Cmd + Left Arrow`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:492 msgid "``animation_editor/goto_prev_step``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:496 #, fuzzy msgid "TileMap editor" msgstr "Tileset Editor" #: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid "Select" msgstr "Selecteren" #: ../../docs/tutorials/editor/default_key_mapping.rst:501 #, fuzzy msgid "``tiles_editor/selection_tool``" msgstr "``canvas_item_editor/select_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "Cut Selection" msgstr "Knip Selectie" #: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "``tiles_editor/cut``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:505 #, fuzzy msgid "``tiles_editor/copy``" msgstr "``canvas_item_editor/zoom_plus``" #: ../../docs/tutorials/editor/default_key_mapping.rst:507 #, fuzzy msgid "Paste Selection" msgstr "Verwijder Selectie" #: ../../docs/tutorials/editor/default_key_mapping.rst:507 #, fuzzy msgid "``tiles_editor/paste``" msgstr "``canvas_item_editor/pan_view``" #: ../../docs/tutorials/editor/default_key_mapping.rst:509 #, fuzzy msgid "``tiles_editor/delete``" msgstr "``canvas_item_editor/select_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid "Cancel" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:511 #, fuzzy msgid ":kbd:`Esc`" msgstr ":kbd:`E`" #: ../../docs/tutorials/editor/default_key_mapping.rst:511 #, fuzzy msgid "``tiles_editor/cancel``" msgstr "``canvas_item_editor/pan_view``" #: ../../docs/tutorials/editor/default_key_mapping.rst:513 #: ../../docs/tutorials/2d/using_tilemaps.rst:224 msgid "Paint" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:513 #, fuzzy msgid "``tiles_editor/paint_tool``" msgstr "``canvas_item_editor/pan_view``" #: ../../docs/tutorials/editor/default_key_mapping.rst:515 #: ../../docs/tutorials/2d/using_tilemaps.rst:253 msgid "Line" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:515 #, fuzzy msgid ":kbd:`L`" msgstr ":kbd:`Q`" #: ../../docs/tutorials/editor/default_key_mapping.rst:515 #, fuzzy msgid "``tiles_editor/line_tool``" msgstr "``canvas_item_editor/scale_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid "Rect" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:517 #, fuzzy msgid "``tiles_editor/rect_tool``" msgstr "``canvas_item_editor/select_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:519 msgid "Bucket" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:519 #, fuzzy msgid ":kbd:`B`" msgstr ":kbd:`Q`" #: ../../docs/tutorials/editor/default_key_mapping.rst:519 msgid "``tiles_editor/bucket_tool``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:521 #: ../../docs/tutorials/2d/using_tilemaps.rst:316 msgid "Picker" msgstr "Kiezer" #: ../../docs/tutorials/editor/default_key_mapping.rst:521 msgid ":kbd:`P`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:521 #, fuzzy msgid "``tiles_editor/picker``" msgstr "``canvas_item_editor/pan_view``" #: ../../docs/tutorials/editor/default_key_mapping.rst:523 #: ../../docs/tutorials/2d/using_tilemaps.rst:328 msgid "Eraser" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:523 #, fuzzy msgid "``tiles_editor/eraser``" msgstr "``canvas_item_editor/zoom_reset``" #: ../../docs/tutorials/editor/default_key_mapping.rst:525 msgid "Flip Horizontally" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:525 #, fuzzy msgid ":kbd:`C`" msgstr ":kbd:`Q`" #: ../../docs/tutorials/editor/default_key_mapping.rst:525 msgid "``tiles_editor/flip_tile_horizontal``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:527 msgid "Flip Vertically" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:527 #, fuzzy msgid ":kbd:`V`" msgstr ":kbd:`Q`" #: ../../docs/tutorials/editor/default_key_mapping.rst:527 msgid "``tiles_editor/flip_tile_vertical``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:529 msgid "Rotate Left" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:529 msgid ":kbd:`Z`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:529 #, fuzzy msgid "``tiles_editor/rotate_tile_left``" msgstr "``canvas_item_editor/rotate_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:531 msgid "Rotate Right" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:531 msgid ":kbd:`X`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:531 #, fuzzy msgid "``tiles_editor/rotate_tile_right``" msgstr "``canvas_item_editor/rotate_mode``" #: ../../docs/tutorials/editor/default_key_mapping.rst:535 #, fuzzy msgid "TileSet Editor" msgstr "Tileset Editor" #: ../../docs/tutorials/editor/default_key_mapping.rst:540 msgid "Next Coordinate" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:540 msgid "``tileset_editor/next_shape``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:542 msgid "Previous Coordinate" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:542 msgid ":kbd:`PgUp`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:542 msgid "``tileset_editor/previous_shape``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:544 msgid "Region Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:544 msgid ":kbd:`1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:544 msgid "``tileset_editor/editmode_region``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:546 msgid "Collision Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:546 msgid ":kbd:`2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:546 msgid "``tileset_editor/editmode_collision``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:548 msgid "Occlusion Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:548 msgid ":kbd:`3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:548 msgid "``tileset_editor/editmode_occlusion``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:550 msgid "Navigation Mode" msgstr "Navigatie Modus" #: ../../docs/tutorials/editor/default_key_mapping.rst:550 msgid ":kbd:`4`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:550 msgid "``tileset_editor/editmode_navigation``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:552 msgid "Bitmask Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:552 msgid ":kbd:`5`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:552 msgid "``tileset_editor/editmode_bitmask``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:554 msgid "Priority Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:554 msgid ":kbd:`6`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:554 msgid "``tileset_editor/editmode_priority``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:556 msgid "Icon Mode" msgstr "Pictogrammen Modus" #: ../../docs/tutorials/editor/default_key_mapping.rst:556 msgid ":kbd:`7`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:556 msgid "``tileset_editor/editmode_icon``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:558 msgid "Z Index Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:558 msgid ":kbd:`8`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:558 msgid "``tileset_editor/editmode_z_index``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:562 #, fuzzy msgid "Project manager" msgstr "De Project Beheerder" #: ../../docs/tutorials/editor/default_key_mapping.rst:567 #, fuzzy msgid "New Project" msgstr "Inproduct" #: ../../docs/tutorials/editor/default_key_mapping.rst:567 msgid "``project_manager/new_project``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:569 #, fuzzy msgid "Import Project" msgstr "Een project importeren" #: ../../docs/tutorials/editor/default_key_mapping.rst:569 msgid "``project_manager/import_project``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:571 msgid "Scan for Projects" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:571 msgid "``project_manager/scan_projects``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:573 #, fuzzy msgid "Edit Project" msgstr "Vector" #: ../../docs/tutorials/editor/default_key_mapping.rst:573 #, fuzzy msgid ":kbd:`Ctrl + E`" msgstr ":kbd:`Ctrl + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:573 #, fuzzy msgid ":kbd:`Cmd + E`" msgstr ":kbd:`Cmd + =`" #: ../../docs/tutorials/editor/default_key_mapping.rst:573 msgid "``project_manager/edit_project``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:575 #, fuzzy msgid "Run Project" msgstr "Vector" #: ../../docs/tutorials/editor/default_key_mapping.rst:575 msgid "``project_manager/run_project``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:577 #, fuzzy msgid "Rename Project" msgstr "Inproduct" #: ../../docs/tutorials/editor/default_key_mapping.rst:577 #, fuzzy msgid ":kbd:`F2`" msgstr ":kbd:`F`" #: ../../docs/tutorials/editor/default_key_mapping.rst:577 #, fuzzy msgid ":kbd:`Enter`" msgstr ":kbd:`E`" #: ../../docs/tutorials/editor/default_key_mapping.rst:577 msgid "``project_manager/rename_project``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:579 #, fuzzy msgid "Remove Project" msgstr "Inproduct" #: ../../docs/tutorials/editor/default_key_mapping.rst:579 #, fuzzy msgid ":kbd:`Delete`" msgstr ":kbd:`Q`" #: ../../docs/tutorials/editor/default_key_mapping.rst:579 msgid "``project_manager/remove_project``" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:4 msgid "Customizing the interface" msgstr "De interface instellen" #: ../../docs/tutorials/editor/customizing_editor.rst:6 msgid "" "Godot's interface lives in a single window by default. Since Godot 4.0, you " "can split several elements to separate windows to better make use of multi-" "monitor setups." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:13 msgid "Moving and resizing docks" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:15 msgid "" "Click and drag on the edge of any dock or panel to resize it horizontally or " "vertically:" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:18 #: ../../docs/tutorials/editor/customizing_editor.rst:22 msgid "Resizing a dock in the editor" msgstr "Grootte van een paneel in de editor aanpassen" #: ../../docs/tutorials/editor/customizing_editor.rst:24 msgid "" "Click the \"3 vertical dots\" icon at the top of any dock to change its " "location, or split it to a separate window by choosing **Make Floating** in " "the submenu that appears:" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:27 #: ../../docs/tutorials/editor/customizing_editor.rst:31 msgid "Moving a dock in the editor" msgstr "Verplaatsen van een paneel in de editor" #: ../../docs/tutorials/editor/customizing_editor.rst:33 msgid "" "To move a floating dock back to the editor window, close the dock window " "using the **×** button in the top-right corner of the window (or in the top-" "left corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while " "the split window is focused." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:45 msgid "Splitting the script or shader editor to its own window" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:49 msgid "" "This feature is only available on platforms that support spawning multiple " "windows: Windows, macOS and Linux." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:52 msgid "" "This feature is also not available if **Single Window Mode** is enabled in " "the Editor Settings." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:55 msgid "" "Since Godot 4.1, you can split the script or shader editor to its own window." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:57 msgid "" "To split the script editor to its own window, click the corresponding button " "in the top-right corner of the script editor:" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:60 #: ../../docs/tutorials/editor/customizing_editor.rst:64 msgid "Splitting the script editor to its own window" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:66 msgid "" "To split the shader editor to its own window, click the corresponding button " "in the top-right corner of the script editor:" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:69 #: ../../docs/tutorials/editor/customizing_editor.rst:73 msgid "Splitting the shader editor to its own window" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:75 msgid "" "To go back to the previous state (with the script/shader editor embedded in " "the editor window), close the split window using the **×** button in the top-" "right corner of the window (or in the top-left corner on macOS). " "Alternatively, you can press :kbd:`Alt + F4` while the split window is " "focused." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:81 msgid "Customizing editor layouts" msgstr "Editor layouts aanpassen" #: ../../docs/tutorials/editor/customizing_editor.rst:83 msgid "" "You may want to save and load a dock configuration depending on the kind of " "task you're working on. For instance, when working on animating a character, " "it may be more convenient to have docks laid out in a different fashion " "compared to when you're designing a level." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:88 msgid "" "For this purpose, Godot provides a way to save and restore editor layouts. " "Before saving a layout, make changes to the docks you'd like to save. The " "following changes are persisted to the saved layout:" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:92 msgid "Moving a dock." msgstr "Een paneel bewegen." #: ../../docs/tutorials/editor/customizing_editor.rst:93 msgid "Resizing a dock." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:94 msgid "Making a dock floating." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:95 msgid "Changing a floating dock's position or size." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:96 msgid "" "FileSystem dock properties: split mode, display mode, sorting order, file " "list display mode, selected paths and unfolded paths." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:101 msgid "" "Splitting the script or shader editor to its own window is *not* persisted " "as part of a layout." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:104 msgid "" "After making changes, open the **Editor** menu at the top of the editor then " "choose **Editor Layouts > Save**. Enter a name for the layout, then click " "**Save**. If you've already saved an editor layout, you can choose to " "override an existing layout using the list." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:109 msgid "" "After making changes, open the **Editor** menu at the top of the editor then " "choose **Editor Layouts**. In the dropdown list, you will see a list of " "saved editor layouts, plus **Default** which is a hardcoded editor layout " "that can't be removed. The default layout matches a fresh Godot installation " "with no changes made to the docks' positions and sizes, and no floating " "docks." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:115 msgid "" "You can remove a layout using the **Delete** option in the **Editor " "Layouts** dropdown." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:120 msgid "" "If you name the saved layout ``Default`` (case-sensitive), the default " "editor layout will be overwritten. Note that the ``Default`` does not appear " "in the list of layouts to overwrite until you overwrite it once, but you can " "still write its name manually." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:125 msgid "" "You can go back to the standard default layout by removing the ``Default`` " "layout after overriding it. (This option does not appear if you haven't " "overridden the default layout yet.)" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:129 msgid "" "Editor layouts are saved to a file named ``editor_layouts.cfg`` in the " "configuration path of the :ref:`doc_data_paths_editor_data_paths`." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:133 msgid "Customizing editor settings" msgstr "Editor-instellingen aanpassen" #: ../../docs/tutorials/editor/customizing_editor.rst:135 msgid "" "In the **Editor** menu at the top of the editor, you can find an **Editor " "Settings** option. This opens a window similar to the Project Settings, but " "with settings used by the editor. These settings are shared across all " "projects and are not saved in the project files." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:140 #: ../../docs/tutorials/editor/customizing_editor.rst:144 msgid "The Editor Settings window" msgstr "Het Editor Instellingen-venster" #: ../../docs/tutorials/editor/customizing_editor.rst:146 msgid "Some commonly changed settings are:" msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:148 msgid "" "**Interface > Editor > Editor Language:** Controls the language the editor " "displays in. To make English tutorials easier to follow, you may want to " "change this to English so that menu names are identical to names referred to " "by tutorials. The language can also be changed in the top-right corner of " "the project manager." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:153 msgid "" "**Interface > Editor > Display Scale:** Controls how large UI elements " "display on screen. The default **Auto** setting finds a suitable value based " "on your display's DPI and resolution. Due to engine limitations, it only " "takes the display-provided scaling factor on macOS, not on Windows or Linux." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:157 msgid "" "**Interface > Editor > Single Window Mode:** If enabled, this forces the " "editor to use a single window. This disables certain features such as " "splitting the script/shaders editor to their own window. Single-window mode " "can be more stable, especially on Linux when using Wayland." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:161 msgid "" "**Interface > Theme > Preset:** The editor theme preset to use. The " "**Light** theme preset may be easier to read if you're outdoors or in a room " "with sunlight. The **Black (OLED)** preset can reduce power consumption on " "OLED displays, which are increasingly common in laptops and phones/tablets." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:165 msgid "" "**FileSystem > Directories > Autoscan Project Path:** This can be set to a " "folder path that will be automatically scanned for projects in the project " "manager every time it starts." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:168 msgid "" "**FileSystem > Directories > Default Project Path:** Controls the default " "location where new projects are created in the project manager." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:170 msgid "" "**Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in " "the 3D editor as their equivalent numpad keys. It's recommended to enable " "this option if you don't have a number pad on your keyboard." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:173 msgid "" "**Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom " "and orbit modifiers in the 3D editor even when not holding down any mouse " "button. It's recommended to enable this option if you're using a trackpad." msgstr "" #: ../../docs/tutorials/editor/customizing_editor.rst:177 msgid "" "See the :ref:`class_EditorSettings` class reference for a complete " "description of most editor settings. You can also hover an editor setting's " "name with the mouse in the Editor Settings to show its description." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:4 #, fuzzy msgid "Using the XR editor" msgstr "De Web editor gebruiken" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:6 msgid "" "In 2024, we introduced the `Godot XR editor `__, a version of the Godot " "editor **designed to run natively on XR devices**, enabling the creation, " "development and export of 2D, 3D, and **XR** apps and games directly on " "device." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:10 msgid "" "The app can be downloaded from the `Meta Horizon Store `__, or from the `Godot " "download page `__." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:15 msgid "" "The XR editor is in early access, while we continue to refine the " "experience. See :ref:`doc_using_the_xr_editor_limitations` below." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:18 msgid "XR devices support" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:20 msgid "" "For now, the Godot XR editor is only available for the following `Meta Quest " "`__ devices running **Meta Horizon OS v69 or " "higher**:" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:23 msgid "Meta Quest 3" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:24 msgid "Meta Quest 3s" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:25 msgid "Meta Quest Pro" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:29 msgid "" "We are working to add support for more XR devices, including PCVR devices." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:32 #: ../../docs/tutorials/editor/using_the_android_editor.rst:26 #, fuzzy msgid "Runtime Permissions" msgstr "Vereiste Toestemmingen" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:34 #: ../../docs/tutorials/editor/using_the_android_editor.rst:28 msgid "" "`All files access permission `__: Enables the editor to create, " "import, and read project files from any file locations on the device. " "Without this permission, the editor is still functional, but has limited " "access to the device's files and directories." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:37 #: ../../docs/tutorials/editor/using_the_android_editor.rst:31 msgid "" "`REQUEST_INSTALL_PACKAGES `__: Enables the editor to " "install exported project APKs." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:38 #: ../../docs/tutorials/editor/using_the_android_editor.rst:32 msgid "" "`RECORD_AUDIO `__: Requested when the `audio/driver/" "enable_input `__ project setting is enabled." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:39 msgid "" "`USE_SCENE `__: Required to enable and access the scene APIs when " "running an XR project." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:42 #: ../../docs/tutorials/editor/using_the_android_editor.rst:35 msgid "Tips & Tricks" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:44 #: ../../docs/tutorials/editor/using_the_android_editor.rst:37 #, fuzzy msgid "**Input**" msgstr "Invoer" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:46 msgid "" "For the best experience and high level of productivity, connecting a " "bluetooth keyboard & mouse is recommended to interact with the XR editor. " "The XR editor supports all of the `usual shortcuts and key mappings `__." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:48 msgid "" "When interacting with tracked controllers or tracked hands, you can toggle " "on the `interface/touchscreen/enable_long_press_as_right_click `__ editor setting to enable right-click by long press." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:50 msgid "" "When interacting with tracked controllers or tracked hands, you can increase " "the size of the scrollbar using the `interface/touchscreen/" "increase_scrollbar_touch_area `__ editor setting." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:53 #: ../../docs/tutorials/editor/using_the_android_editor.rst:44 #, fuzzy msgid "**Multi-tasking**" msgstr "Multi-threading" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:55 msgid "" "`Theater View `__ can be used to fullscreen " "the *Editor window*." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:56 msgid "" "Enable `Seamless Multitasking `__, available in the Quest *Experimental " "Settings*, to enable the ability to quickly transition between a running XR " "project and the *Editor window*." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:58 msgid "" "When developing a non-XR project, the Godot editor app icon will provide the " "ability to switch between the *Editor window* and the *Play window* when the " "latter is active, using Quest's *App menu* feature." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:59 msgid "" "When developing and running an XR project, you can bring back the *Editor " "window* by:" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:61 msgid "Pressing on the *Meta* button to invoke the menu bar" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:62 msgid "" "Clicking on the Godot editor app icon to summon the *App menu*, and select " "the *Editor window* tile." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:64 #: ../../docs/tutorials/editor/using_the_android_editor.rst:52 #, fuzzy msgid "**Projects sync**" msgstr "**Eigenschappen**" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:66 #: ../../docs/tutorials/editor/using_the_android_editor.rst:54 msgid "" "Syncing projects via Git can be done by downloading an Android Git client. " "We recommend the `Termux terminal `__, an Android " "terminal emulator which provides access to common terminal utilities such " "Git and SSH." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:69 #: ../../docs/tutorials/editor/using_the_android_editor.rst:57 msgid "" "**Note:** To use Git with the Termux terminal, you'll need to grant *WRITE* " "permission to the terminal. This can be done by `running the following " "command `__ from within " "the terminal: ``termux-setup-storage``" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:72 #: ../../docs/tutorials/editor/using_the_android_editor.rst:60 #, fuzzy msgid "**Plugins**" msgstr "**Plugins:**" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:74 #: ../../docs/tutorials/editor/using_the_android_editor.rst:62 msgid "" "GDExtension plugins work as expected, but require the plugin developer to " "provide native Android binaries." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:79 #: ../../docs/tutorials/editor/using_the_android_editor.rst:67 msgid "Limitations & known issues" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:81 msgid "Here are the known limitations and issues of the XR editor:" msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:83 msgid "" "No Meta Quest 2 support due to the limited amount of memory on the device. " "However advanced users can grab the XR editor APK from the `download page " "`__ and sideload it onto their " "device if they desire to do so." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:86 #: ../../docs/tutorials/editor/using_the_android_editor.rst:71 msgid "No gradle build support." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:87 msgid "" "No support for Android plugins as they require gradle build support. " "GDExtension plugins are supported." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:88 #: ../../docs/tutorials/editor/using_the_android_editor.rst:73 #: ../../docs/tutorials/editor/using_the_web_editor.rst:53 msgid "No C#/Mono support." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:89 #: ../../docs/tutorials/editor/using_the_android_editor.rst:74 #: ../../docs/tutorials/editor/using_the_web_editor.rst:69 msgid "No support for external script editors." msgstr "" #: ../../docs/tutorials/editor/using_the_xr_editor.rst:90 msgid "" "While available, the *Vulkan Forward+* renderer is not recommended due to " "severe performance issues." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:4 msgid "Using the Android editor" msgstr "De Android editor gebruiken" #: ../../docs/tutorials/editor/using_the_android_editor.rst:6 msgid "" "In 2023, we added an `Android port of the editor `__ that can be used " "to create, develop, and export 2D and 3D projects on Android devices." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:9 msgid "" "The app can be downloaded from the `Godot download page `__ or from the `Google Play Store " "`__." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:14 msgid "" "The Android editor is in early access, while we continue to refine the " "experience. See :ref:`doc_using_the_android_editor_limitations` below." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:17 msgid "Android devices support" msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:19 msgid "" "The Android editor requires devices running Android 5 Lollipop or higher, " "with at least OpenGL 3 support. This includes (not exhaustive):" msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:21 msgid "Android tablets, foldables and large phones" msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:22 msgid "Android-powered netbooks" msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:23 msgid "Chromebooks supporting Android apps" msgstr "Chromebooks die Android apps ondersteunen" #: ../../docs/tutorials/editor/using_the_android_editor.rst:39 msgid "" "For the best experience and high level of productivity, connecting a " "bluetooth keyboard & mouse is recommended to interact with the Android " "editor. The Android editor supports all of the `usual shortcuts and key " "mappings `__." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:41 msgid "" "When interacting with keyboard & mouse, you can decrease the size of the " "scrollbar using the `interface/touchscreen/increase_scrollbar_touch_area " "`__ editor setting." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:42 msgid "" "For 2D projects, the `block coding plugin `__ can provide a block-based visual alternative to " "composing scripts when lacking a connected hardware keyboard." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:46 msgid "" "On smaller devices, enabling and using picture-in-picture (PiP) mode " "provides the ability to easily transition between the *Editor* and the *Play " "window*." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:48 msgid "" "PiP can be enabled via the `run/window_placement/play_window_pip_mode " "`__ editor setting." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:49 msgid "" "The `run/window_placement/android_window `__ editor setting can be used to specify " "whether the *Play* window should always launch in PiP mode." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:50 msgid "**Note:** In PiP mode, the *Play* window does not have input access." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:69 msgid "Here are the known limitations and issues of the Android editor:" msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:72 msgid "" "No support for Android plugins as they require gradle build support. " "GDExtensions plugins are supported." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:75 msgid "" "While available, the Forward+ renderer is not recommended due to severe " "performance issues." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:76 msgid "UX not optimized for Android phones form-factor." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:77 msgid "" "`Android Go devices `__ lacks the *All files access* permission required for device " "read/write access. As a workaround, when using an Android Go device, it's " "recommended to create new projects only in the Android *Documents* or " "*Downloads* directories." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:80 msgid "" "The editor doesn't properly resume when *Don't keep activities* is enabled " "in the *Developer Options*." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:81 msgid "" "There is a `bug `__ with " "the Samsung keyboard that causes random input to be inserted when writing " "scripts. It's recommended to use the `Google keyboard (Gboard) `__ instead." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:86 msgid "" "See the `list of open issues on GitHub related to the Android editor " "`__ " "for a list of known bugs." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:6 msgid "Using the Web editor" msgstr "De Web editor gebruiken" #: ../../docs/tutorials/editor/using_the_web_editor.rst:8 msgid "" "There is a `Web editor `__ you can use to " "work on new or existing projects." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:13 msgid "" "The web editor is in a preliminary stage. While its feature set may be " "sufficient for educational purposes, it is currently **not recommended for " "production work**. See :ref:`doc_using_the_web_editor_limitations` below." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:18 msgid "Browser support" msgstr "Browser ondersteuning" #: ../../docs/tutorials/editor/using_the_web_editor.rst:20 msgid "" "The Web editor requires support for WebAssembly's SharedArrayBuffer. This is " "in turn required to support threading in the browser. The following desktop " "browsers support WebAssembly threading and can therefore run the web editor:" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:24 msgid "Chrome 68 or later" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:25 msgid "Firefox 79 or later" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:26 msgid "Edge 79 or later" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:31 msgid "" "Opera and Safari are not supported yet. Safari may work in the future once " "proper threading support is added." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:34 msgid "**Mobile browsers are currently not supported.**" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:36 msgid "" "The web editor only supports the Compatibility rendering method, as there is " "no stable way to run Vulkan applications on the web yet." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:41 msgid "" "If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to use a " "Chromium-based browser instead of Firefox." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:48 #: ../../docs/tutorials/editor/using_engine_compilation_configuration_editor.rst:89 #: ../../docs/tutorials/3d/3d_text.rst:55 #: ../../docs/tutorials/3d/3d_text.rst:106 #: ../../docs/tutorials/3d/3d_text.rst:147 #: ../../docs/tutorials/3d/using_decals.rst:251 #: ../../docs/tutorials/3d/particles/subemitters.rst:67 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:178 #: ../../docs/tutorials/assets_pipeline/exporting_3d_scenes.rst:24 #: ../../docs/tutorials/export/exporting_for_web.rst:221 #: ../../docs/tutorials/performance/general_optimization.rst:78 #: ../../docs/tutorials/physics/large_world_coordinates.rst:222 #: ../../docs/tutorials/xr/xr_full_screen_effects.rst:67 msgid "Limitations" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:50 msgid "" "Due to limitations on the Godot or Web platform side, the following features " "are currently missing:" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:54 msgid "No GDExtension support." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:55 msgid "" "No debugging support. This means GDScript debugging/profiling, live scene " "editing, the Remote Scene tree dock and other features that rely on the " "debugger protocol will not work." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:58 msgid "" "No project exporting. As a workaround, you can download the project source " "using **Project > Tools > Download Project Source** and export it using a " "`native version of the Godot editor `__." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:61 msgid "The editor won't warn you when closing the tab with unsaved changes." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:62 msgid "" "No lightmap baking support. You can still use existing lightmaps if they " "were baked with a native version of the Godot editor (e.g. by importing an " "existing project)." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:66 msgid "" "The following features are unlikely to be supported due to inherent " "limitations of the Web platform:" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:70 msgid "No support for Android one-click deploy." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:74 msgid "" "See the `list of open issues on GitHub related to the web editor `__ for " "a list of known bugs." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:79 msgid "Importing a project" msgstr "Een project importeren" #: ../../docs/tutorials/editor/using_the_web_editor.rst:81 msgid "To import an existing project, the current process is as follows:" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:83 msgid "" "Specify a ZIP file to preload on the HTML5 filesystem using the **Preload " "project ZIP** input." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:85 msgid "" "Run the editor by clicking **Start Godot editor**. The Godot Project Manager " "should appear after 10-20 seconds. On slower machines or connections, " "loading may take up to a minute." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:88 msgid "" "In the dialog that appears at the middle of the window, specify a name for " "the folder to create then click the **Create Folder** button (it doesn't " "have to match the ZIP archive's name)." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:91 msgid "Click **Install & Edit** and the project will open in the editor." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:95 msgid "" "It's important to place the project folder somewhere in ``/home/web_user/``. " "If your project folder is placed outside ``/home/web_user/``, you will lose " "your project when closing the editor!" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:99 msgid "" "When you follow the steps described above, the project folder will always be " "located in ``/home/web_user/projects``, keeping it safe." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:103 msgid "Editing and running a project" msgstr "Een project bewerken en draaien" #: ../../docs/tutorials/editor/using_the_web_editor.rst:105 msgid "" "Unlike the native version of Godot, the web editor is constrained to a " "single window. Therefore, it cannot open a new window when running the " "project. Instead, when you run the project by clicking the Run button or " "pressing :kbd:`F5`, it will appear to \"replace\" the editor window." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:110 msgid "" "The web editor offers an alternative way to deal with the editor and game " "windows (which are now \"tabs\"). You can switch between the **Editor** and " "**Game** tabs using the buttons on the top. You can also close the running " "game or editor by clicking the **×** button next to those tabs." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:116 msgid "Where are my project files?" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:118 msgid "" "Due to browser security limitations, the editor will save the project files " "to the browser's IndexedDB storage. This storage isn't accessible as a " "regular folder on your machine, but is abstracted away in a database." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:125 msgid "" "You can download the project files as a ZIP archive by using **Project > " "Tools > Download Project Source**. This can be used to export the project " "using a `native Godot editor `__, since " "exporting from the web editor isn't supported yet." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:130 msgid "" "In the future, it may be possible to use the `HTML5 FileSystem API `__ to store the project " "files on the user's filesystem as the native editor would do. However, this " "isn't implemented yet." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:4 msgid "Command line tutorial" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:8 msgid "" "Some developers like using the command line extensively. Godot is designed " "to be friendly to them, so here are the steps for working entirely from the " "command line. Given the engine relies on almost no external libraries, " "initialization times are pretty fast, making it suitable for this workflow." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:16 msgid "" "On Windows and Linux, you can run a Godot binary in a terminal by specifying " "its relative or absolute path." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:19 msgid "" "On macOS, the process is different due to Godot being contained within a " "``.app`` bundle (which is a *folder*, not a file). To run a Godot binary " "from a terminal on macOS, you have to ``cd`` to the folder where the Godot " "application bundle is located, then run ``Godot.app/Contents/MacOS/Godot`` " "followed by any command line arguments. If you've renamed the application " "bundle from ``Godot`` to another name, make sure to edit this command line " "accordingly." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:28 msgid "Command line reference" msgstr "Command line referenties" #: ../../docs/tutorials/editor/command_line_tutorial.rst:34 msgid "**Legend**" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:36 msgid "" "|release| Available in editor builds, debug export templates and release " "export templates." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:30 msgid "release" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:37 msgid "|debug| Available in editor builds and debug export templates only." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:31 msgid "debug" msgstr "debug" #: ../../docs/tutorials/editor/command_line_tutorial.rst:38 msgid "|editor| Only available in editor builds." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:32 msgid "editor" msgstr "editor" #: ../../docs/tutorials/editor/command_line_tutorial.rst:40 msgid "" "Note that unknown command line arguments have no effect whatsoever. The " "engine will **not** warn you when using a command line argument that doesn't " "exist with a given build type." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:44 msgid "**General options**" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:47 #: ../../docs/tutorials/editor/command_line_tutorial.rst:63 #: ../../docs/tutorials/editor/command_line_tutorial.rst:133 #: ../../docs/tutorials/editor/command_line_tutorial.rst:162 #: ../../docs/tutorials/editor/command_line_tutorial.rst:232 #: ../../docs/engine_details/development/configuring_an_ide/qt_creator.rst:59 msgid "Command" msgstr "Commando" #: ../../docs/tutorials/editor/command_line_tutorial.rst:47 #: ../../docs/tutorials/editor/command_line_tutorial.rst:63 #: ../../docs/tutorials/editor/command_line_tutorial.rst:133 #: ../../docs/tutorials/editor/command_line_tutorial.rst:162 #: ../../docs/tutorials/editor/command_line_tutorial.rst:232 #: ../../docs/tutorials/export/exporting_for_macos.rst:102 #: ../../docs/tutorials/export/exporting_for_macos.rst:122 #: ../../docs/tutorials/export/exporting_for_macos.rst:155 #: ../../docs/tutorials/export/exporting_for_macos.rst:198 #: ../../docs/tutorials/io/binary_serialization_api.rst:122 #: ../../docs/tutorials/io/binary_serialization_api.rst:133 #: ../../docs/tutorials/io/binary_serialization_api.rst:142 #: ../../docs/tutorials/io/binary_serialization_api.rst:153 #: ../../docs/tutorials/io/binary_serialization_api.rst:162 #: ../../docs/tutorials/io/binary_serialization_api.rst:171 #: ../../docs/tutorials/io/binary_serialization_api.rst:184 #: ../../docs/tutorials/io/binary_serialization_api.rst:195 #: ../../docs/tutorials/io/binary_serialization_api.rst:210 #: ../../docs/tutorials/io/binary_serialization_api.rst:223 #: ../../docs/tutorials/io/binary_serialization_api.rst:242 #: ../../docs/tutorials/io/binary_serialization_api.rst:257 #: ../../docs/tutorials/io/binary_serialization_api.rst:272 #: ../../docs/tutorials/io/binary_serialization_api.rst:291 #: ../../docs/tutorials/io/binary_serialization_api.rst:316 #: ../../docs/tutorials/io/binary_serialization_api.rst:347 #: ../../docs/tutorials/io/binary_serialization_api.rst:362 #: ../../docs/tutorials/io/binary_serialization_api.rst:371 #: ../../docs/tutorials/io/binary_serialization_api.rst:382 #: ../../docs/tutorials/io/binary_serialization_api.rst:392 #: ../../docs/tutorials/io/binary_serialization_api.rst:414 #: ../../docs/tutorials/io/binary_serialization_api.rst:423 #: ../../docs/tutorials/io/binary_serialization_api.rst:432 #: ../../docs/tutorials/io/binary_serialization_api.rst:444 #: ../../docs/tutorials/io/binary_serialization_api.rst:468 #: ../../docs/tutorials/io/binary_serialization_api.rst:480 #: ../../docs/tutorials/io/binary_serialization_api.rst:492 #: ../../docs/tutorials/io/binary_serialization_api.rst:505 #: ../../docs/tutorials/io/binary_serialization_api.rst:516 #: ../../docs/tutorials/io/binary_serialization_api.rst:527 #: ../../docs/tutorials/io/binary_serialization_api.rst:538 #: ../../docs/tutorials/io/binary_serialization_api.rst:549 #: ../../docs/tutorials/io/binary_serialization_api.rst:557 #: ../../docs/tutorials/io/binary_serialization_api.rst:570 #: ../../docs/tutorials/io/binary_serialization_api.rst:583 #: ../../docs/tutorials/io/binary_serialization_api.rst:598 #: ../../docs/tutorials/inputs/inputevent.rst:163 #: ../../docs/tutorials/plugins/editor/import_plugins.rst:248 #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:147 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:35 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:94 #: ../../docs/tutorials/scripting/gdextension/gdextension_file.rst:18 #: ../../docs/tutorials/scripting/gdextension/gdextension_file.rst:89 #: ../../docs/tutorials/scripting/gdextension/gdextension_file.rst:112 #: ../../docs/tutorials/scripting/gdextension/gdextension_file.rst:125 #: ../../docs/tutorials/scripting/how_to_read_the_godot_api.rst:34 #: ../../docs/tutorials/scripting/creating_script_templates.rst:202 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:25 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:818 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:876 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:17 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:128 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:168 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:236 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:359 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:549 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:17 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:58 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:108 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:218 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:299 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:359 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:34 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:58 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:84 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:139 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:156 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:186 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:130 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:155 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:200 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:34 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:63 #: ../../docs/tutorials/shaders/visual_shaders.rst:133 #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:91 #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:164 #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:229 #: ../../docs/tutorials/xr/ar_passthrough.rst:42 #: ../../docs/tutorials/xr/xr_action_map.rst:139 #: ../../docs/tutorials/xr/xr_action_map.rst:228 #: ../../docs/tutorials/xr/openxr_render_models.rst:238 #: ../../docs/tutorials/xr/openxr_spatial_entities.rst:37 #: ../../docs/tutorials/xr/openxr_spatial_entities.rst:968 #: ../../docs/tutorials/xr/openxr_spatial_entities.rst:1119 #: ../../docs/tutorials/xr/openxr_spatial_entities.rst:1284 #: ../../docs/tutorials/xr/openxr_spatial_entities.rst:1617 #: ../../docs/engine_details/architecture/unit_testing.rst:297 msgid "Description" msgstr "Beschrijving" #: ../../docs/tutorials/editor/command_line_tutorial.rst:49 msgid "``-h``, ``--help``" msgstr "``-h``, ``--help``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:49 msgid "|release| Display the list of command line options." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:51 msgid "``--version``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:51 msgid "|release| Display the version string." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:53 msgid "``-v``, ``--verbose``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:53 msgid "|release| Use verbose stdout mode." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:55 msgid "``-q``, ``--quiet``" msgstr "``-q``, ``--quiet``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:55 msgid "" "|release| Quiet mode, silences stdout messages. Errors are still displayed." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:57 #, fuzzy msgid "``--no-header``" msgstr "``--quit-after``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:57 msgid "" "|release| Do not print engine version and rendering method header on startup." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:60 msgid "**Run options**" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:65 msgid "``--``, ``++``" msgstr "``--``, ``++``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:65 msgid "" "|release| Separator for user-provided arguments. Following arguments are not " "used by the engine, but can be read from ``OS.get_cmdline_user_args()``." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:67 msgid "``-e``, ``--editor``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:67 msgid "|editor| Start the editor instead of running the scene." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:69 msgid "``-p``, ``--project-manager``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:69 msgid "|editor| Start the Project Manager, even if a project is auto-detected." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:71 #, fuzzy msgid "``--recovery-mode``" msgstr "``--xr-mode ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:71 msgid "" "|editor| \"Start the editor in recovery mode, which disables features that " "can typically cause startup crashes, such as tool scripts, editor plugins, " "GDExtension addons, and others." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:74 msgid "``--debug-server ``" msgstr "``--debug-server ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:74 msgid "" "|editor| Start the editor debug server (``://[:]``, " "e.g. ``tcp://127.0.0.1:6007``)" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:76 #, fuzzy msgid "``--dap-port ``" msgstr "``--fixed-fps ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:76 msgid "" "|editor| Use the specified port for the GDScript Debug Adapter Protocol. " "Recommended port range ``[1024, 49151]``." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:78 #, fuzzy msgid "``--lsp-port ``" msgstr "``--remote-fs-password ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:78 msgid "" "|editor| Use the specified port for the GDScript Language Server Protocol. " "Recommended port range ``[1024, 49151]``." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:80 msgid "``--quit``" msgstr "``--quit``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:80 msgid "|release| Quit after the first iteration." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:82 msgid "``--quit-after``" msgstr "``--quit-after``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:82 msgid "" "|release| Quit after the given number of iterations. Set to 0 to disable." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:84 msgid "``-l``, ``--language ``" msgstr "``-l``, ``--language ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:84 msgid "" "|release| Use a specific locale. ```` follows the format " "``language_Script_COUNTRY_VARIANT`` where language is a 2 or 3-letter " "language code in lowercase and the rest is optional. See :ref:`doc_locales` " "for more details." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:87 msgid "``--path ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:87 msgid "" "|release| Path to a project (```` must contain a 'project.godot' " "file)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:89 #, fuzzy msgid "``--scene ``" msgstr "``--debug-paths``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:89 msgid "|release| Path or UID of a scene in the project that should be started." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:91 msgid "``-u``, ``--upwards``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:91 msgid "|release| Scan folders upwards for 'project.godot' file." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:93 msgid "``--main-pack ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:93 msgid "|release| Path to a pack (.pck) file to load." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:95 msgid "``--render-thread ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:95 msgid "" "|release| Render thread mode ('unsafe', 'safe', 'separate'). " "See :ref:`Thread Model ` for more details." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:98 msgid "``--remote-fs
``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:98 msgid "|release| Remote filesystem (``[:]`` address)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:100 msgid "``--remote-fs-password ``" msgstr "``--remote-fs-password ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:100 msgid "|release| Password for remote filesystem." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:102 msgid "``--audio-driver ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:102 msgid "" "|release| Audio driver. Use ``--help`` first to display the list of " "available drivers." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:104 msgid "``--display-driver ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:104 msgid "" "|release| Display driver (and rendering driver). Use ``--help`` first to " "display the list of available drivers." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:106 msgid "``--audio-output-latency`` " msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:106 msgid "" "|release| Override audio output latency in milliseconds (default is 15 ms). " "Lower values make sound playback more reactive but increase CPU usage, and " "may result in audio cracking if the CPU can't keep up" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:109 msgid "``--rendering-method ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:109 msgid "|release| Renderer name. Requires driver support." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:111 msgid "``--rendering-driver ``" msgstr "``--rendering-driver ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:111 msgid "" "|release| Rendering driver (depends on display driver). Use ``--help`` first " "to display the list of available drivers." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:113 msgid "``--gpu-index ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:113 msgid "" "|release| Use a specific GPU (run with ``--verbose`` to get available device " "list)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:115 msgid "``--text-driver ``" msgstr "``--text-driver ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:115 msgid "|release| Text driver (Fonts, BiDi, shaping)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:117 msgid "``--tablet-driver ``" msgstr "``--tablet-driver ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:117 msgid "|release| Pen tablet input driver." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:119 msgid "``--headless``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:119 msgid "" "|release| Enable headless mode (``--display-driver headless --audio-driver " "Dummy``). Useful for servers and with ``--script``." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:121 #, fuzzy msgid "``--log-file``" msgstr "``--profiling``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:121 msgid "" "|release| Write output/error log to the specified path instead of the " "default location defined by the project. path should be absolute or " "relative to the project directory." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:124 msgid "``--write-movie ``" msgstr "``--write-movie ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:124 msgid "" "|release| Run the engine in a way that a movie is written (usually with .avi " "or .png extension). ``--fixed-fps`` is forced when enabled, but can be used " "to change movie FPS. ``--disable-vsync`` can speed up movie writing but " "makes interaction more difficult. ``--quit-after`` can be used to specify " "the number of frames to write." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:130 msgid "**Display options**" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:135 msgid "``-f``, ``--fullscreen``" msgstr "``-f``, ``--fullscreen``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:135 msgid "|release| Request fullscreen mode." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:137 msgid "``-m``, ``--maximized``" msgstr "``-m``, ``--maximized``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:137 msgid "|release| Request a maximized window." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:139 msgid "``-w``, ``--windowed``" msgstr "``-w``, ``--windowed``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:139 msgid "|release| Request windowed mode." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:141 msgid "``-t``, ``--always-on-top``" msgstr "``-t``, ``--always-on-top``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:141 msgid "|release| Request an always-on-top window." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:143 msgid "``--resolution x``" msgstr "``--resolution x``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:143 msgid "|release| Request window resolution." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:145 msgid "``--position ,``" msgstr "``--position ,``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:145 msgid "|release| Request window position." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:147 msgid "``--screen ``" msgstr "``--screen ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:147 msgid "|release| Request window screen." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:149 msgid "``--single-window``" msgstr "``--single-window``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:149 msgid "|release| Use a single window (no separate subwindows)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:151 msgid "``--xr-mode ``" msgstr "``--xr-mode ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:151 msgid "|release| Select XR mode ('default', 'off', 'on')." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:153 #, fuzzy msgid "``--wid ``" msgstr "``-w``, ``--windowed``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:153 msgid "|release| Request parented to window." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:155 #, fuzzy msgid "``--accessibility ``" msgstr "``--xr-mode ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:155 msgid "" "|release| Select accessibility mode ['auto' (when screen reader is running, " "default), 'always', 'disabled']." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:159 msgid "**Debug options**" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:164 msgid "``-d``, ``--debug``" msgstr "``-d``, ``--debug``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:164 msgid "|release| Debug (local stdout debugger)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:166 msgid "``-b``, ``--breakpoints``" msgstr "``-b``, ``--breakpoints``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:166 msgid "" "|release| Breakpoint list as source::line comma-separated pairs, no spaces " "(use ``%20`` instead)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:168 msgid "``--ignore-error-breaks``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:168 msgid "|release| If debugger is connected, prevents sending error breakpoints." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:170 msgid "``--profiling``" msgstr "``--profiling``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:170 msgid "|release| Enable profiling in the script debugger." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:172 msgid "``--gpu-profile``" msgstr "``--gpu-profile``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:172 msgid "" "|release| Show a GPU profile of the tasks that took the most time during " "frame rendering." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:174 msgid "``--gpu-validation``" msgstr "``--gpu-validation``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:174 msgid "" "|release| Enable graphics API :ref:`validation layers " "` for debugging." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:176 msgid "``--gpu-abort``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:176 msgid "" "|debug| Abort on GPU errors (usually validation layer errors), may help see " "the problem if your system freezes." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:178 msgid "``--generate-spirv-debug-info``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:178 msgid "" "|debug| Generate SPIR-V debug information. This allows source-level shader " "debugging with RenderDoc." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:180 msgid "``--extra-gpu-memory-tracking``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:180 msgid "" "|debug| Enables additional memory tracking (see class reference for " "`RenderingDevice.get_driver_and_device_memory_report()` and linked methods). " "Currently only implemented for Vulkan. Enabling this feature may cause " "crashes on some systems due to buggy drivers or bugs in the Vulkan Loader. " "See https://github.com/godotengine/godot/issues/95967" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:185 msgid "``--accurate-breadcrumbs``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:185 msgid "" "|debug| Force barriers between breadcrumbs. Useful for narrowing down a " "command causing GPU resets. Currently only implemented for Vulkan." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:188 msgid "``--remote-debug ``" msgstr "``--remote-debug ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:188 msgid "" "|release| Remote debug (``://[:]``, e.g. ``tcp://" "127.0.0.1:6007``)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:190 msgid "``--single-threaded-scene``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:190 msgid "" "|release| Scene tree runs in single-threaded mode. Sub-thread groups are " "disabled and run on the main thread." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:192 msgid "``--debug-collisions``" msgstr "``--debug-collisions``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:192 msgid "|debug| Show collision shapes when running the scene." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:194 msgid "``--debug-paths``" msgstr "``--debug-paths``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:194 msgid "|debug| Show path lines when running the scene." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:196 msgid "``--debug-navigation``" msgstr "``--debug-navigation``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:196 msgid "|debug| Show navigation polygons when running the scene." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:198 msgid "``--debug-avoidance``" msgstr "``--debug-avoidance``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:198 msgid "|debug| Show navigation avoidance debug visuals when running the scene." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:200 msgid "``--debug-stringnames``" msgstr "``--debug-stringnames``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:200 msgid "" "|debug| Print all StringName allocations to stdout when the engine quits." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:202 #, fuzzy msgid "``--debug-canvas-item-redraw``" msgstr "``--debug-avoidance``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:202 msgid "" "|debug| Display a rectangle each time a canvas item requests a redraw " "(useful to troubleshoot low processor mode)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:205 #, fuzzy msgid "``--max-fps ``" msgstr "``--fixed-fps ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:205 msgid "" "|release| Set a maximum number of frames per second rendered (can be used to " "limit power usage). A value of 0 results in unlimited framerate." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:208 msgid "``--frame-delay ``" msgstr "``--frame-delay ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:208 msgid "" "|release| Simulate high CPU load (delay each frame by milliseconds). Do " "not use as a FPS limiter; use --max-fps instead." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:211 msgid "``--time-scale ``" msgstr "``--time-scale ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:211 msgid "" "|release| Force time scale (higher values are faster, 1.0 is normal speed)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:213 msgid "``--disable-vsync``" msgstr "``--disable-vsync``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:213 msgid "" "|release| Forces disabling of vertical synchronization, even if enabled in " "the project settings. Does not override driver-level V-Sync enforcement." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:216 msgid "``--disable-render-loop``" msgstr "``--disable-render-loop``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:216 msgid "" "|release| Disable render loop so rendering only occurs when called " "explicitly from script." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:218 msgid "``--disable-crash-handler``" msgstr "``--disable-crash-handler``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:218 msgid "|release| Disable crash handler when supported by the platform code." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:220 msgid "``--fixed-fps ``" msgstr "``--fixed-fps ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:220 msgid "" "|release| Force a fixed number of frames per second. This setting disables " "real-time synchronization." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:222 msgid "``--delta-smoothing ``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:222 msgid "" "|release| Enable or disable frame delta smoothing ('enable', 'disable')." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:224 msgid "``--print-fps``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:224 msgid "|release| Print the frames per second to the stdout." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:226 #, fuzzy msgid "``--editor-pseudolocalization``" msgstr "Normalisering" #: ../../docs/tutorials/editor/command_line_tutorial.rst:226 msgid "" "|editor| Enable pseudolocalization for the editor and the project manager." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:229 msgid "**Standalone tools**" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:234 msgid "``-s``, ``--script