# SOME DESCRIPTIVE TITLE. # Copyright (C) 2014-2021, 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. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2021-10-08 12:36+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/compiling/compiling_for_x11.rst:4 msgid "Compiling for X11 (Linux, \\*BSD)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:9 msgid "Requirements" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:11 msgid "For compiling under Linux or other Unix variants, the following is required:" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:14 msgid "GCC 7+ or Clang 6+." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:15 msgid "Python 3.5+." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:16 msgid "SCons 3.0+ build system. If your distribution uses Python 2 by default, or you are using a version of SCons prior to 3.1.2, you will need to change the version of Python that SCons uses by changing the shebang (the first line) of the SCons script file to ``#! /usr/bin/python3``. Use the command ``which scons`` to find the location of the SCons script file." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:21 msgid "pkg-config (used to detect the dependencies below)." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:22 msgid "X11, Xcursor, Xinerama, Xi and XRandR development libraries." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:23 msgid "MesaGL development libraries." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:24 msgid "ALSA development libraries." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:25 msgid "PulseAudio development libraries." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:26 msgid "*Optional* - libudev (build with ``udev=yes``)." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:27 msgid "*Optional* - yasm (for WebM SIMD optimizations)." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:29 msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:33 msgid "Distro-specific one-liners" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:35 msgid "**Alpine Linux**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:40 msgid "**Arch Linux**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:45 msgid "**Debian** / **Ubuntu**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:50 msgid "**Fedora**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:56 msgid "**FreeBSD**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:62 msgid "**Gentoo**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:67 msgid "**Mageia**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:73 msgid "**OpenBSD**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:77 msgid "**openSUSE**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:82 msgid "**NetBSD**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:86 msgid "For audio support, you can optionally install ``pulseaudio``." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:88 msgid "**Solus**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:95 msgid "Compiling" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:97 msgid "Start a terminal, go to the root dir of the engine source code and type:" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:103 msgid "A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the ``-j`` option to any SCons command you see below." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:107 msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:114 msgid "If you wish to compile using Clang rather than GCC, use this command:" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:120 msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:123 msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:127 msgid "If you are compiling Godot with GCC, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:132 msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:138 msgid "Compiling a headless/server build" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:140 msgid "To compile a *headless* build which provides editor functionality to export projects in an automated manner, use::" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:145 msgid "To compile a *server* build which is optimized to run dedicated game servers, use::" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:151 msgid "Building export templates" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:153 msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:161 msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:164 msgid "(32 bits)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:171 msgid "(64 bits)" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:178 msgid "Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:181 msgid "To create standard export templates, the resulting files must be copied to:" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:187 msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:196 msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:202 msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:207 msgid "Using Clang and LLD for faster development" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:209 msgid "You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:212 msgid "LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:214 msgid "Clang tends to give more useful error messages compared to GCC." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:216 msgid "To do so, install Clang and the ``lld`` package from your distribution's package manager then use the following SCons command::" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:221 msgid "After the build is completed, a new binary with a ``.llvm`` suffix will be created in the ``bin/`` folder." msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:224 msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster." msgstr ""