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Merge Sphinx translations with Weblate translations
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2 changes: 1 addition & 1 deletion sphinx/po/de/LC_MESSAGES/about/docs_changelog.po
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Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
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198 changes: 112 additions & 86 deletions sphinx/po/de/LC_MESSAGES/about/faq.po

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2 changes: 1 addition & 1 deletion sphinx/po/de/LC_MESSAGES/about/index.po
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Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
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5 changes: 3 additions & 2 deletions sphinx/po/de/LC_MESSAGES/about/introduction.po
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Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
Expand Down Expand Up @@ -183,8 +183,9 @@ msgid "Organization of the documentation"
msgstr "Aufbau der Dokumentation"

#: ../../docs/about/introduction.rst:79
#, fuzzy
msgid ""
"This documentation is organised in five sections with an impressively "
"This documentation is organized in five sections with an impressively "
"unbalanced distribution of contents – but the way it is split up should be "
"relatively intuitive:"
msgstr ""
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5 changes: 3 additions & 2 deletions sphinx/po/de/LC_MESSAGES/community/channels.po
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
Expand Down Expand Up @@ -172,7 +172,8 @@ msgid "`Reddit <https://www.reddit.com/r/godot>`_"
msgstr "`Reddit <https://www.reddit.com/r/godot>`__"

#: ../../docs/community/channels.rst:50
msgid "`Youtube <https://www.youtube.com/c/GodotEngineOfficial>`_"
#, fuzzy
msgid "`YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_"
msgstr "`Youtube <https://www.youtube.com/c/GodotEngineOfficial>`__"

#: ../../docs/community/channels.rst:51
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Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
Expand Down Expand Up @@ -160,7 +160,7 @@ msgstr ""
#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:60
msgid ""
"If the problem is *too complex* for most users to solve, the software must "
"offer a ready made solution for it. Likewise, if the problem is easy for the "
"offer a ready-made solution for it. Likewise, if the problem is easy for the "
"user to workaround, offering such a solution is unnecessary and it's up to "
"the user to do it."
msgstr ""
Expand Down Expand Up @@ -202,7 +202,7 @@ msgstr ""
#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:75
msgid ""
"For developers, the perspective is different. They may find the user's "
"problem too unique to justify a solution (instead of an user workaround), or "
"problem too unique to justify a solution (instead of a user workaround), or "
"maybe they will suggest a partial (usually simpler or lower level) solution "
"that applies to a wider range of known problems, and leave the rest of the "
"solution up to the user."
Expand Down Expand Up @@ -259,7 +259,7 @@ msgstr ""
#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:94
msgid ""
"Big and flexible solutions also have an additional drawback which is that, "
"over time, they rarely are flexible enough for all users, which keep "
"over time, they are rarely flexible enough for all users, which keep "
"requesting more functions added (and making the API and codebase more and "
"more complex)."
msgstr ""
Expand Down Expand Up @@ -302,7 +302,7 @@ msgid ""
"The answer to this question is that, to ensure users still can do what they "
"want to do, we need to give them access to a *low level API* that they can "
"use to achieve what they want, even if it's more work for them because it "
"means reimplementing some of the logic that already exists."
"means reimplementing some logic that already exists."
msgstr ""

#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:111
Expand Down Expand Up @@ -334,7 +334,7 @@ msgstr ""
#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:120
msgid ""
"This is bad, because readability and cleanness of core APIs is always of "
"extreme importance given how much code relies from it, and because it's key "
"extreme importance given how much code relies on it, and because it's key "
"for new contributors as a starting point to learning the codebase."
msgstr ""

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@@ -0,0 +1,193 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, 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 latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"

#: ../../docs/community/contributing/bisecting_regressions.rst:4
msgid "Bisecting regressions"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:8
msgid ""
"Bisecting is a way to find regressions in software. After reporting a bug on "
"the `Godot repository on GitHub <https://github.com/godotengine/godot>`__, "
"you may be asked by a contributor to *bisect* the issue. Bisecting makes it "
"possible for contributors to fix bugs faster, as they can know in advance "
"which commit caused the regression. Your effort will be widely appreciated :)"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:14
msgid "The guide below explains how to find a regression by bisecting."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:17
#, fuzzy
msgid "What is bisecting?"
msgstr "Generierte Geometrie"

#: ../../docs/community/contributing/bisecting_regressions.rst:19
msgid ""
"Godot developers use the `Git <https://git-scm.com/>`__ version control "
"system. In the context of Git, bisecting is the process of performing a "
"manual `binary search <https://en.wikipedia.org/wiki/"
"Binary_search_algorithm>`__ to determine when a regression appeared. While "
"it's typically used for bugs, it can also be used to find other kinds of "
"unexpected changes such as performance regressions."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:27
msgid "Using official builds to speed up bisecting"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:29
msgid ""
"Before using Git's ``bisect`` command, we strongly recommend trying to "
"reproduce the bug with an older (or newer) official release. This greatly "
"reduces the range of commits that potentially need to be built from source "
"and tested. You can find binaries of official releases, as well as alphas, "
"betas, and release candidates `here <https://downloads.tuxfamily.org/"
"godotengine/>`__."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:35
msgid ""
"For example, if you've reported a bug against Godot 3.2, you should first "
"try to reproduce the bug in Godot 3.1 (not a patch release, see below for "
"the reason). If the bug doesn't occur there, try to reproduce it in Godot "
"3.2 *beta 1* (which is roughly in the middle of all test builds available). "
"If you can't reproduce the bug with Godot 3.2 beta 1, then try newer betas "
"and RC builds. If you do manage to reproduce the bug with Godot 3.2 beta 1, "
"then try older alpha builds."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:44
msgid ""
"For bisecting regressions, don't use patch releases such as Godot 3.1.2. "
"Instead, use the minor version's first release like Godot 3.1. This is "
"because patch releases are built from a separate *stable branch*. This kind "
"of branch doesn't follow the rest of Godot's development, which is done in "
"the ``master`` branch."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:51
msgid "The Git bisect command"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:53
msgid ""
"If you've found a build that didn't exhibit the bug in the above testing "
"process, you can now start bisecting the regression. The Git version control "
"system offers a built-in command for this: ``git bisect``. This makes the "
"process semi-automated as you only have to build the engine, run it and try "
"to reproduce the bug."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:61
msgid ""
"Before bisecting a regression, you need to set up a build environment to "
"compile Godot from source. To do so, read the :ref:`Compiling <toc-devel-"
"compiling>` page for your target platform. (Compiling Godot from source "
"doesn't require C++ programming knowledge.)"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:66
msgid ""
"Note that compiling Godot can take a while on slow hardware (up an hour for "
"each full rebuild on a slow dual-core CPU). This means the full process can "
"take up to several hours. If your hardware is too slow, you may want to stop "
"there and report the results of your \"pre-bisecting\" on the GitHub issue "
"so another contributor can continue bisecting from there."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:72
msgid ""
"To start bisecting, you must first determine the commit hashes (identifiers) "
"of the \"bad\" and \"good\" build. \"bad\" refers to the build that exhibits "
"the bug, whereas \"good\" refers to the version that doesn't exhibit the "
"bug. If you're using a pre-release build as the \"good\" or \"bad\" build, "
"browse the `download mirror <https://downloads.tuxfamily.org/godotengine/"
">`__, go to the folder that contains the pre-release you downloaded and look "
"for the ``README.txt`` file. The commit hash is written inside that file."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:80
msgid ""
"If you're using a stable release as the \"good\" or \"bad\" build, use one "
"of the following commit hashes depending on the version:"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:89
msgid ""
"To refer to the latest state of the master branch, you can use ``master`` "
"instead of a commit hash."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:92
msgid ""
":ref:`Get Godot's source code using Git <doc_getting_source>`. Once this is "
"done, in the terminal window, use ``cd`` to reach the Godot repository "
"folder and enter the following command:"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:102
msgid "Compile Godot. This assumes you've set up a build environment:"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:110
msgid ""
"Since building Godot takes a while, you want to dedicate as many CPU threads "
"as possible to the task. This is what the ``-j`` parameter does. Here, the "
"command assigns 4 CPU threads to compiling Godot."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:114
msgid ""
"Run the binary located in the ``bin/`` folder and try to reproduce the bug."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:116
msgid "If the build **still** exhibits the bug, run the following command:"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:122
msgid "If the build **does not** exhibit the bug, run the following command:"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:128
msgid ""
"After entering one of the commands above, Git will switch to a different "
"commit. You should now build Godot again, try to reproduce the bug, then "
"enter ``git bisect good`` or ``git bisect bad`` depending on the result. "
"You'll have to repeat this several times. The longer the commit range, the "
"more steps will be required. 5 to 10 steps are usually sufficient to find "
"most regressions; Git will remind you of the number of steps remaining (in "
"the worst case scenario)."
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:135
msgid ""
"Once you've completed enough steps, Git will display the commit hash where "
"the regression appeared. Write this commit hash as a comment to the GitHub "
"issue you've bisected. This will help in solving the issue. Thanks again for "
"contributing to Godot :)"
msgstr ""

#: ../../docs/community/contributing/bisecting_regressions.rst:142
msgid ""
"You can read the full documentation on ``git bisect`` `here <https://git-scm."
"com/docs/git-bisect>`__."
msgstr ""
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
Expand Down Expand Up @@ -282,7 +282,7 @@ msgid ""
"left without milestone. As a rule of thumb, an issue corresponds to a given "
"milestone if it concerns a feature that is new in the milestone, or a "
"critical bug that can't be accepted in any future stable release, or "
"anything that Juan wants to work on right now :)"
"anything that Juan wants to work on right now. :)"
msgstr ""

#: ../../docs/community/contributing/bug_triage_guidelines.rst:129
Expand Down
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Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
Expand Down Expand Up @@ -79,7 +79,7 @@ msgstr ""

#: ../../docs/community/contributing/code_style_guidelines.rst:37
msgid ""
"Godot's code style should *not* be applied to thirdparty code, i.e. that is "
"Godot's code style should *not* be applied to third-party code, i.e. that is "
"included in Godot's source tree but was not written specifically for our "
"project. Such code usually come from different upstream projects with their "
"own style guides (or lack thereof), and don't want to introduce differences "
Expand All @@ -88,9 +88,9 @@ msgstr ""

#: ../../docs/community/contributing/code_style_guidelines.rst:44
msgid ""
"Thirdparty code is usually included in the ``thirdparty/`` folder and can "
"Third-party code is usually included in the ``thirdparty/`` folder and can "
"thus easily be excluded from formatting scripts. For the rare cases where a "
"thirdparty code snippet needs to be included directly within a Godot file, "
"third-party code snippet needs to be included directly within a Godot file, "
"you can use ``/* clang-format off */`` and ``/* clang-format on */`` to tell "
"clang-format to ignore a chunk of code."
msgstr ""
Expand Down Expand Up @@ -266,15 +266,15 @@ msgstr ""

#: ../../docs/community/contributing/code_style_guidelines.rst:142
msgid ""
"Finally, thirdparty headers (either from ``thirdparty`` or from the system's "
"include paths) come next and should be included with the < and > symbols, e."
"g. ``#include <png.h>``. The block of thirdparty headers should also be "
"followed by an empty line for separation."
"Finally, third-party headers (either from ``thirdparty`` or from the "
"system's include paths) come next and should be included with the < and > "
"symbols, e.g. ``#include <png.h>``. The block of third-party headers should "
"also be followed by an empty line for separation."
msgstr ""

#: ../../docs/community/contributing/code_style_guidelines.rst:146
msgid ""
"Godot and thirdparty headers should be included in the file that requires "
"Godot and third-party headers should be included in the file that requires "
"them, i.e. in the `.h` header if used in the declarative code or in the `."
"cpp` if used only in the imperative code."
msgstr ""
Expand All @@ -292,7 +292,7 @@ msgid ""
"Godot's Java code (mostly in ``platform/android``) is also enforced via "
"``clang-format``, so see the instructions above to set it up. Keep in mind "
"that this style guide only applies to code written and maintained by Godot, "
"not thirdparty code such as the ``java/src/com/google`` subfolder."
"not third-party code such as the ``java/src/com/google`` subfolder."
msgstr ""

#: ../../docs/community/contributing/code_style_guidelines.rst:246
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