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i18n: Sync translations with Weblate
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akien-mga committed Aug 12, 2024
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186 changes: 96 additions & 90 deletions doc/translations/de.po
Original file line number Diff line number Diff line change
Expand Up @@ -91,12 +91,14 @@
# Dirk Graf <bb3234@web.de>, 2024.
# dass2608 <jarvisseekamp@gmail.com>, 2024.
# Random Person Games <ranpergames@gmail.com>, 2024.
# thereisno anderson <thereisnoanderson@users.noreply.hosted.weblate.org>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2024-07-27 00:54+0000\n"
"Last-Translator: Coxcopi70f00b67b61542fe <hn_vogel@gmx.net>\n"
"PO-Revision-Date: 2024-08-05 14:04+0000\n"
"Last-Translator: thereisno anderson <thereisnoanderson@users.noreply.hosted."
"weblate.org>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
Expand Down Expand Up @@ -1005,6 +1007,84 @@ msgstr ""
"[code]0[/code] durch [code]0[/code] ergibt nicht [constant NAN] und führt "
"stattdessen zu einem Laufzeitfehler."

msgid ""
"Mark the following property as exported (editable in the Inspector dock and "
"saved to disk). To control the type of the exported property, use the type "
"hint notation.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# Built-in types.\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# Enums.\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# Resources.\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# Nodes.\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# Typed arrays.\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]Note:[/b] Custom resources and nodes should be registered as global "
"classes using [code]class_name[/code], since the Inspector currently only "
"supports global classes. Otherwise, a less specific type will be exported "
"instead.\n"
"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has "
"a number of other limitations."
msgstr ""
"Markiert die folgende Eigenschaft als exportiert (editierbar im Inspector-"
"Dock und auf der Festplatte gespeichert). Um den Typ der exportierten "
"Eigenschaft zu steuern, verwenden Sie die Type-Hint-Notation.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# Built-in-Typen.\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# Enums.\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# Ressourcen.\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# Nodes.\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# Typisierte Arrays.\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]Hinweis:[/b] Benutzerdefinierte Ressourcen und Nodes sollten als globale "
"Klassen mit [code]class_name[/code] registriert werden da der Inspector "
"zurzeit nur globale Klassen unterstüzt.\n"
"[b]Hinweis:[/b] Der Node export funktioniert nur in [Node] abgeleiteten "
"Klassen und hat dazu noch einige andere Einschränkungen."

msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
Expand Down Expand Up @@ -6675,6 +6755,20 @@ msgstr ""
"Die Eigenschaft wird nicht gespeichert und wird im Editor nicht angezeigt. "
"Dies ist die Standardeinstellung für nicht exportierte Eigenschaften."

msgid ""
"The property is serialized and saved in the scene file (default for exported "
"properties)."
msgstr ""
"Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert (Für "
"exportierte Eigenschaften standardgemäß)."

msgid ""
"The property is shown in the [EditorInspector] (default for exported "
"properties)."
msgstr ""
"Die Eigenschaft wird im [EditorInspector] angezeigt (Für exportierte "
"Eigenschaften standardgemäß)."

msgid "The property is excluded from the class reference."
msgstr "Die Eigenschaft ist von der Klassenreferenz ausgeschlossen."

Expand Down Expand Up @@ -9252,86 +9346,6 @@ msgid "Manually advance the animations by the specified time (in seconds)."
msgstr ""
"Bewegt die Animationen manuell um die angegebene Zeit (in Sekunden) weiter."

msgid ""
"Retrieve the motion delta of position with the [member root_motion_track] as "
"a [Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying position to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"By using this in combination with [method "
"get_root_motion_position_accumulator], you can apply the root motion position "
"more correctly to account for the rotation of the node.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"Liefert das Bewegungsdelta der Position mit dem [member root_motion_track] "
"als [Vector3], der anderweitig verwendet werden kann.\n"
"Wenn [member root_motion_track] kein Pfad zu einer Spur vom Typ [constant "
"Animation.TYPE_POSITION_3D] ist, wird [code]Vector3(0, 0, 0)[/code] "
"zurückgegeben.\n"
"Siehe auch [member root_motion_track] und [RootMotionView].\n"
"Das einfachste Beispiel ist die Anwendung der Position auf "
"[CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"Wenn Sie dies in Kombination mit [method "
"get_root_motion_position_accumulator] verwenden, können Sie die "
"Wurzelbewegungsposition korrekter anwenden, um die Drehung des Knotens (Node) "
"zu berücksichtigen.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"

msgid ""
"Retrieve the blended value of the position tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
Expand Down Expand Up @@ -9813,14 +9827,6 @@ msgstr ""
"Animation, die als Ausgabe verwendet werden soll. Es ist eine der "
"Animationen, die von [member AnimationTree.anim_player] bereitgestellt werden."

msgid ""
"If [member use_custom_timeline] is [code]true[/code], override the loop "
"settings of the original [Animation] resource with the value."
msgstr ""
"Wenn [member use_custom_timeline] auf [code]true[/code] gesetzt ist, wird der "
"loop-Parameter der ursprünglichen [Animation] Ressource mit diesem Wert "
"überschrieben."

msgid "Determines the playback direction of the animation."
msgstr "Bestimmt die Abspielrichtung der Animation."

Expand Down
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