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godot-docs-l10n/sphinx/templates/development/compiling/compiling_for_x11.pot
2021-12-21 17:16:54 +01:00

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# 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 <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"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 debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:150
msgid "To compile a *server* build which is optimized to run dedicated game servers, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:156
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:158
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:166
msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:169
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:176
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:183
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:186
msgid "To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:192
msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:201
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:207
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:212
msgid "Using Clang and LLD for faster development"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:214
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:217
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:219
msgid "Clang tends to give more useful error messages compared to GCC."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:221
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:226
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:229
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 ""