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Pixelorama/Translations/Translations.pot

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msgid ""
msgstr ""
msgid "OK"
msgstr ""
msgid "Cancel"
msgstr ""
msgid "Open"
msgstr ""
msgid "Save"
msgstr ""
msgid "Please Confirm..."
msgstr ""
msgid "File Name:"
msgstr ""
msgid "Project Name:"
msgstr ""
msgid "Image Size"
msgstr ""
msgid "Canvas Size"
msgstr ""
msgid "Frame Size"
msgstr ""
msgid "Size:"
msgstr ""
msgid "Width:"
msgstr ""
msgid "Height:"
msgstr ""
msgid "Center"
msgstr ""
msgid "File"
msgstr ""
msgid "Edit"
msgstr ""
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msgid "Select"
msgstr ""
msgid "View"
msgstr ""
msgid "Window"
msgstr ""
msgid "Image"
msgstr ""
msgid "Effects"
msgstr ""
msgid "Help"
msgstr ""
msgid "New"
msgstr ""
msgid "New..."
msgstr ""
msgid "Open..."
msgstr ""
msgid "Save..."
msgstr ""
msgid "Save as..."
msgstr ""
#. Checkbox found in the Save project dialog. If enabled, the final blended images are being stored also in the pxo, for each frame.
msgid "Include blended images"
msgstr ""
#. Hint tooltip of the "Include blended images" checkbox found in the Save project dialog.
msgid "If enabled, the final blended images are also being stored in the pxo, for each frame.\n"
"This makes the pxo file larger and is useful for importing by third-party software\n"
"or CLI exporting. Loading pxo files in Pixelorama does not need this option to be enabled."
msgstr ""
msgid "Import"
msgstr ""
msgid "Export"
msgstr ""
msgid "Overwrite"
msgstr ""
2020-03-25 02:29:23 +00:00
msgid "Export..."
msgstr ""
msgid "Export as..."
msgstr ""
msgid "Export PNG..."
msgstr ""
msgid "Export PNG as..."
msgstr ""
msgid "Quit"
msgstr ""
msgid "Undo"
msgstr ""
msgid "Redo"
msgstr ""
msgid "Copy"
msgstr ""
msgid "Cut"
msgstr ""
msgid "Paste"
msgstr ""
msgid "Paste in Place"
msgstr ""
msgid "Delete"
msgstr ""
msgid "Delete Permanently"
msgstr ""
#. Found when requesting to delete a palette or an extension. Refers to when you move something to recycle bin.
msgid "Move to Trash"
msgstr ""
msgid "New Brush"
msgstr ""
msgid "Scale Image"
msgstr ""
msgid "Pixels"
msgstr ""
msgid "Percentage"
msgstr ""
Implement indexed mode (#1136) * Create a custom PixeloramaImage class, initial support for indexed mode * Convert opened projects and images to indexed mode * Use shaders for RGB to Indexed conversion and vice versa * Add `is_indexed` variable in PixeloramaImage * Basic undo/redo support for indexed mode when drawing * Make image effects respect indexed mode * Move code from image effects to ShaderImageEffect instead * Bucket tool works with indexed mode * Move and selection tools works with indexed mode * Brushes respect indexed mode * Add color_mode variable and some helper methods in Project Replace hard-coded cases of Image.FORMAT_RGBA8 with `Project.get_image_format()` just in case we want to add more formats in the future * Add a helper new_empty_image() method to Project * Set new images to indexed if the project is indexed * Change color modes from the Image menu * Fix open image to replace cel * Load/save indices in pxo files * Merging layers works with indexed mode * Layer effects respect indexed mode * Add an `other_image` parameter to `PixeloramaImage.add_data_to_dictionary()` * Scale image works with indexed mode * Resizing works with indexed mode * Fix non-shader rotation not working with indexed mode * Minor refactor of PixeloramaImage's set_pixelv_custom() * Make the text tool work with indexed mode * Remove print from PixeloramaImage * Rename "PixeloramaImage" to "ImageExtended" * Add docstrings in ImageExtended * Set color mode from the create new image dialog * Update Translations.pot * Show the color mode in the project properties dialog
2024-11-20 12:41:37 +00:00
#. Found in the create new image dialog. Allows users to change the color mode of the new project, such as RGBA or indexed mode.
msgid "Color mode:"
msgstr ""
#. Found in the image menu. A submenu that allows users to change the color mode of the project, such as RGBA or indexed mode.
msgid "Color Mode"
msgstr ""
#. Found in the image menu, under the "Color Mode" submenu. Refers to the indexed color mode. See this wikipedia page for more information: https://en.wikipedia.org/wiki/Indexed_color
msgid "Indexed"
msgstr ""
#. Found in the image menu. Sets the size of the project to be the same as the size of the active selection.
msgid "Crop to Selection"
msgstr ""
#. Found in the image menu. Automatically trims out all the transparent pixels, making the image smaller.
msgid "Crop to Content"
msgstr ""
msgid "Resize Canvas"
msgstr ""
msgid "Offset Image"
msgstr ""
msgid "Offset:"
msgstr ""
#. Found in the Offset Image dialog. It's a checkbox that, if enabled, wraps around the image if pixels go out of canvas bounds.
msgid "Wrap around:"
msgstr ""
2023-07-08 19:05:11 +00:00
#. Found in the menu that appears when you right click a frame button. Center is a verb, it is used to place the content of the frame to the center of the canvas.
msgid "Center Frames"
msgstr ""
2020-01-23 23:07:35 +00:00
msgid "Rotate Image"
msgstr ""
msgid "Pivot x:"
msgstr ""
msgid "Pivot y:"
msgstr ""
msgid "Smear options:"
msgstr ""
msgid "Tolerance:"
msgstr ""
msgid "Initial angle:"
msgstr ""
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msgid "Clear"
msgstr ""
msgid "Invert"
msgstr ""
msgid "Modify"
msgstr ""
#. Found under the Select menu, in the Modify submenu. When selected, it shows a window that lets users expand the active selection.
msgid "Expand"
msgstr ""
#. Title of a window that lets users expand the active selection.
msgid "Expand Selection"
msgstr ""
#. Found under the Select menu, in the Modify submenu. When selected, it shows a window that lets users shrink the active selection.
msgid "Shrink"
msgstr ""
#. Title of a window that lets users shrink the active selection.
msgid "Shrink Selection"
msgstr ""
#. Found under the Select menu, in the Modify submenu. When selected, it shows a window that lets users create a border of the active selection.
msgid "Border"
msgstr ""
#. Title of a window that lets users create a border of the active selection.
msgid "Border Selection"
msgstr ""
#. Refers to a diamond-like shape.
msgid "Diamond"
msgstr ""
msgid "Circle"
msgstr ""
msgid "Square"
msgstr ""
msgid "Grayscale View"
msgstr ""
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msgid "Mirror Image"
msgstr ""
msgid "Flip Horizontal"
msgstr ""
msgid "Flip Vertical"
msgstr ""
msgid "Preferences"
msgstr ""
#. An option in the View menu. When selected, the canvas is being placed on the center of the screen.
msgid "Center Canvas"
msgstr ""
msgid "Tile Mode"
msgstr ""
msgid "Tile Mode Offsets"
msgstr ""
#. Found under "Tile Mode Offsets". Basis is a linear algebra term. https://en.wikipedia.org/wiki/Basis_(linear_algebra)
msgid "X-basis:"
msgstr ""
#. Found under "Tile Mode Offsets". Basis is a linear algebra term. https://en.wikipedia.org/wiki/Basis_(linear_algebra)
msgid "Y-basis:"
msgstr ""
#. Found under "Tile Mode Offsets". It's a button that when pressed, enables masking for tile mode. Masking essentially limits drawing to the visible pixels of the image, thus preventing from drawing on transparent pixels.
msgid "Masking:"
msgstr ""
msgid "Reset"
msgstr ""
msgid "Use Current Frame"
msgstr ""
msgid "Reset Mask"
msgstr ""
msgid "Window Opacity"
msgstr ""
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msgid "Window opacity does not work on fullscreen mode."
msgstr ""
msgid "Panel Layout"
msgstr ""
msgid "Panels"
msgstr ""
msgid "Layouts"
msgstr ""
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msgid "Moveable Panels"
msgstr ""
msgid "Manage Layouts"
msgstr ""
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#. Noun, a preview of something
msgid "Preview"
msgstr ""
#. Found in the manage layouts dialog
msgid "This is a preview, changing this won't change the layout"
msgstr ""
#. Found in the manage layouts dialog
msgid "Double click to set as new startup layout"
msgstr ""
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msgid "Add"
msgstr ""
msgid "Add Layout"
msgstr ""
msgid "Copy from"
msgstr ""
msgid "Rename"
msgstr ""
msgid "Rename Layout"
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msgstr ""
#. Refers to the current layout of the user interface.
msgid "Current layout"
msgstr ""
msgid "Are you sure you want to delete this layout?"
msgstr ""
msgid "Auto"
msgstr ""
msgid "Widescreen"
msgstr ""
msgid "Tallscreen"
msgstr ""
msgid "Mirror View"
msgstr ""
msgid "Show Grid"
msgstr ""
msgid "Show Pixel Grid"
msgstr ""
msgid "Show Rulers"
msgstr ""
msgid "Show Guides"
msgstr ""
#. Found under the View menu.
msgid "Show Mouse Guides"
msgstr ""
Implement layer effects (#940) * Basic logic for layer effects * Add an FX button and the ability to add effects, no way to remove or change properties of effects yet * Basic and ugly UI for adding and removing effects, no property changing yet * Swap effects * Fix preload shader paths * Change parameters for layer effects * Change gradient parameter in layer effect shaders, and other fixes * Use CollapsibleContainers for the shader properties * Set the correct gradient interpolation mode and color space in the UI * Make effects of group layers apply to children * Change `apply_fx` to `apply_effects`, formatting, some extra doc comments * Apply effects to other canvases, when merging layers and when exporting * Display humanized names of the shader unifrms * Some UI improvements to the LayerEffectsSettings * Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons * Change BaseLayer.apply_effects() to take a cel as a parameter instead * Make layer effect buttons be affected by the modulate icon color * Add option in the View menu whether layer effects are displayed in the canvas or not * Rename `apply_effects()` to `display_effects()` * Add translation strings * Add nearest filter to the gradient map * Don't change Main.tscn * Fix more translations * Change the default cursor shape of the generated UI elements of the layer effects * Add undo/redo and effect application (apply effect destructively) There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless. * Make layer effect application work on all cels
2023-11-21 23:06:25 +00:00
#. Found under the View menu. When enabled, non-destructive layer effects will be visible on the canvas.
msgid "Display Layer Effects"
msgstr ""
#. Found under the View menu.
msgid "Snap To"
msgstr ""
#. Found under the View menu.
2023-08-28 11:26:12 +00:00
msgid "Snap to Rectangular Grid Boundary"
msgstr ""
#. Found under the View menu.
msgid "Snap to Rectangular Grid Center"
msgstr ""
#. Found under the View menu.
msgid "Snap to Guides"
msgstr ""
#. Found under the View menu.
msgid "Snap to Perspective Guides"
msgstr ""
msgid "Show Animation Timeline"
msgstr ""
msgid "Zen Mode"
msgstr ""
msgid "Fullscreen Mode"
msgstr ""
msgid "Fill with color:"
msgstr ""
msgid "Open a File"
msgstr ""
msgid "Open File(s)"
msgstr ""
msgid "Import Options"
msgstr ""
msgid "Import as:"
msgstr ""
2023-08-06 15:03:56 +00:00
#. Found in the preview image dialog, which appears when importing an image file.
2022-03-30 23:29:23 +00:00
msgid "Apply to all"
msgstr ""
2020-11-09 15:58:06 +00:00
msgid "Recent projects"
msgstr ""
msgid "New project"
msgstr ""
2023-08-06 15:03:56 +00:00
#. Found in the preview image dialog, which appears when importing an image file.
msgid "Spritesheet (new project)"
msgstr ""
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#. Found in the preview image dialog, which appears when importing an image file.
msgid "Spritesheet (new layer)"
msgstr ""
msgid "New frame"
msgstr ""
2023-08-06 15:03:56 +00:00
#. Found in the preview image dialog, which appears when importing an image file.
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 18:59:49 +00:00
msgid "Replace cel"
msgstr ""
msgid "New layer"
msgstr ""
2022-11-19 13:21:17 +00:00
msgid "New reference image"
msgstr ""
msgid "New palette"
msgstr ""
msgid "New brush"
msgstr ""
msgid "New pattern"
msgstr ""
msgid "Horizontal frames:"
msgstr ""
msgid "Vertical frames:"
msgstr ""
2023-08-06 15:03:56 +00:00
#. Found in the preview image dialog, which appears when importing an image file. This option appears when the image is being imported as a spritesheet. If it's enabled, the software will slice it into frames automatically.
msgid "Smart Slice"
msgstr ""
#. A value that is a threshold
msgid "Threshold:"
msgstr ""
#. Found in the preview image dialog, which appears when importing an image file. This option appears when the image is being imported as a spritesheet, if "smart slice" is enabled. Hint tooltip of the "Threshold" value slider.
msgid "Images that have any one side smaller than this value will cross the threshold"
msgstr ""
#. Found in the preview image dialog, which appears when importing an image file. This option appears when the image is being imported as a spritesheet, if "smart slice" is enabled. Merge is an adjective, it refers to the distance where images get merged.
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msgid "Merge distance:"
msgstr ""
#. Found in the preview image dialog, which appears when importing an image file. This option appears when the image is being imported as a spritesheet, if "smart slice" is enabled. Hint tooltip of the "Merge distance" value slider.
msgid "Images which crossed the threshold will get merged into a larger image, if they are within this distance"
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msgstr ""
#. A button that, when pressed, refreshes something. Used to apply certain settings again after they changed. Currently it's only used in the preview image dialog, which appears when importing an image file. This option appears when the image is being imported as a spritesheet, if "smart slice" is enabled.
msgid "Refresh"
msgstr ""
msgid "Start frame:"
msgstr ""
msgid "End frame:"
msgstr ""
2021-03-28 00:14:59 +00:00
msgid "At frame:"
msgstr ""
msgid "At layer:"
msgstr ""
msgid "Brush type:"
msgstr ""
msgid "File brush"
msgstr ""
msgid "Project brush"
msgstr ""
msgid "Random brush"
msgstr ""
msgid "Save Sprite as .pxo"
msgstr ""
msgid "Export Sprite as .png"
msgstr ""
msgid "Export Sprite"
msgstr ""
msgid "File Exists, Overwrite?"
msgstr ""
msgid "The following files already exist. Do you wish to overwrite them?\n"
"%s"
2020-03-25 02:29:23 +00:00
msgstr ""
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msgid "Directory path is not valid!"
msgstr ""
msgid "File name is not valid!"
msgstr ""
msgid "Directory path and file name are not valid!"
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msgstr ""
2020-08-07 08:01:27 +00:00
msgid "Exporting in progress..."
msgstr ""
msgid "Can't load file '%s'."
msgstr ""
2020-01-26 21:58:14 +00:00
msgid "Can't load file '%s'.\n"
2020-01-26 21:52:03 +00:00
"Error code: %s"
msgstr ""
msgid "Can't load file '%s'.\n"
"This is not a valid palette file."
msgstr ""
msgid "Frame"
msgstr ""
msgid "Frames:"
msgstr ""
msgid "All Frames"
msgstr ""
msgid "Spritesheet"
msgstr ""
msgid "Animation"
msgstr ""
2020-03-25 02:29:23 +00:00
msgid "Preview:"
msgstr ""
msgid "Frame:"
msgstr ""
msgid "Orientation:"
msgstr ""
2020-03-25 02:29:23 +00:00
msgid "Browse"
msgstr ""
msgid "Resize:"
msgstr ""
#. Found in the export dialog, when exporting a jpeg file. Refers to the quality of the exported file.
msgid "Quality:"
msgstr ""
2020-03-25 02:29:23 +00:00
msgid "Cancel Export"
msgstr ""
msgid "Alert!"
msgstr ""
msgid "Select Current Folder"
msgstr ""
msgid "Open a Directory"
msgstr ""
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
msgid "Background:"
2020-03-25 02:29:23 +00:00
msgstr ""
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
#. Found in the export dialog
msgid "Selected frames"
msgstr ""
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
msgid "Layers:"
msgstr ""
#. Found in the export dialog
msgid "Visible layers"
msgstr ""
#. Found in the export dialog
msgid "Selected layers"
msgstr ""
#. A type of layer. A pixel layer is the most common type of layer, which stores image data in pixels.
msgid "Pixel layer:"
msgstr ""
#. A type of layer. A group layer stores other layers as its children, similar to how a folder holds files.
msgid "Group layer:"
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
#. A type of layer. A 3D layer contains data of 3D objects that are rasterized automatically by Pixelorama.
msgid "3D layer:"
msgstr ""
msgid "Direction:"
msgstr ""
msgid "Forward"
msgstr ""
msgid "Backwards"
msgstr ""
msgid "Ping-Pong"
msgstr ""
msgid "Columns"
msgstr ""
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msgid "Columns:"
msgstr ""
msgid "Rows"
msgstr ""
2020-03-25 02:29:23 +00:00
msgid "Rows:"
msgstr ""
#. Found in the export dialog, in the Spritesheet tab. An orientation option that splits the spritesheet by animation tags. Each tag creates a new column.
msgid "Tags by column"
msgstr ""
#. Found in the export dialog, in the Spritesheet tab. An orientation option that splits the spritesheet by animation tags. Each tag creates a new row.
msgid "Tags by row"
msgstr ""
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
#. Found in the export dialog. It is a label that says the dimensions (widthxheight) of the exported image(s).
msgid "Export dimensions:"
msgstr ""
msgid "Save a File"
msgstr ""
msgid "Go to previous folder."
msgstr ""
msgid "Go to next folder."
msgstr ""
msgid "Go to parent folder."
msgstr ""
msgid "Path:"
msgstr ""
msgid "Refresh files."
msgstr ""
msgid "Toggle the visibility of hidden files."
msgstr ""
msgid "Directories & Files:"
msgstr ""
msgid "Create Folder"
msgstr ""
msgid "File:"
msgstr ""
#. Found in "Open" and "Save" file dialogs. Searches all file types.
msgid "All Files"
msgstr ""
#. Found in the "Open" file dialog. Searches all file types supported by Pixelorama.
msgid "All Recognized"
msgstr ""
#. Found in "Open" and "Save" file dialogs. Searches Pixelorama Project files only (.pxo).
msgid "Pixelorama Project"
msgstr ""
#. Found in the "Open" file dialog. Searches PNG files only. (Note that PNG is a file type and should remain untranslated)
msgid "PNG Image"
msgstr ""
#. Found in the "Open" file dialog. Searches BMP files only. (Note that BMP is a file type and should remain untranslated)
msgid "BMP Image"
msgstr ""
#. Found in the "Open" file dialog. Searches "Radiance HDR" files only. (Note that "Radiance HDR" is a file type and is better untranslated)
msgid "Radiance HDR Image"
msgstr ""
#. Found in the "Open" file dialog. Searches JPEG files only. (Note that JPEG is a file type and should remain untranslated)
msgid "JPEG Image"
msgstr ""
#. Found in the "Open" file dialog. Searches SVG files only. (Note that SVG is a file type and should remain untranslated)
msgid "SVG Image"
msgstr ""
#. Found in the "Open" file dialog. Searches TGA files only. (Note that TGA is a file type and should remain untranslated)
msgid "TGA Image"
msgstr ""
#. Found in the "Open" file dialog. Searches WebP files only. (Note that WebP is a file type and should remain untranslated)
msgid "WebP Image"
msgstr ""
#. Found in the "Open" file dialog. Searches Pixelorama palette files only (.json).
msgid "Pixelorama palette"
msgstr ""
#. Found in the "Open" file dialog. Searches GIMP palette files only (.gpl). (Note that GIMP is a software and should remain untranslated)
msgid "GIMP palette"
msgstr ""
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
#. Found in the export dialog. It is a button that when pressed, shows more options.
msgid "Advanced options"
msgstr ""
msgid "Interpolation:"
msgstr ""
msgid "Nearest"
msgstr ""
msgid "Bilinear"
msgstr ""
msgid "Cubic"
msgstr ""
msgid "Trilinear"
msgstr ""
msgid "Constant"
msgstr ""
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#. Refers to https://en.wikipedia.org/wiki/Color_space
msgid "Color space:"
msgstr ""
#. A type of color space.
msgid "Linear sRGB"
msgstr ""
msgid "General"
msgstr ""
msgid "Startup"
msgstr ""
msgid "Language"
msgstr ""
msgid "Interface"
msgstr ""
msgid "Themes"
msgstr ""
msgid "Canvas"
msgstr ""
#. Refers to the animation timeline.
msgid "Timeline"
msgstr ""
msgid "Selection"
msgstr ""
2020-04-07 22:56:05 +00:00
msgid "Shortcuts"
msgstr ""
msgid "Backup"
msgstr ""
msgid "Performance"
msgstr ""
#. Found in the preferences. Refers to device drivers, such as video drivers and tablet drivers.
msgid "Drivers"
msgstr ""
Implement a basic extension system Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly. Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/. The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this: { "name": "ExtensionName", "display_name": "Extension Name", "description": "A Pixelorama extension", "author": "Orama Interactive", "version": "0.1", "license": "MIT", "nodes": [ "ExtensionExample.tscn" ] } The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot. Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
msgid "Extensions"
msgstr ""
msgid "Cursors"
msgstr ""
msgid "Indicators"
msgstr ""
#. Found in the preferences. Used for options that require restart when they are changed.
msgid "Pixelorama must be restarted for changes to take effect."
msgstr ""
msgid "On"
msgstr ""
msgid "Restore default value"
msgstr ""
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#. Found in the preferences, under Canvas.
msgid "Smooth Zoom"
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msgstr ""
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#. Found in the preferences, under Canvas. Hint tooltip of "Smooth Zoom".
msgid "Adds a smoother transition when zooming in or out"
2020-02-07 21:39:30 +00:00
msgstr ""
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#. Found in the preferences, under Canvas.
msgid "Integer Zoom"
msgstr ""
#. Found in the preferences, under Canvas. Hint tooltip of "Integer Zoom".
msgid "Restricts the value to be an integer multiple of 100%"
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msgstr ""
msgid "Tablet pressure sensitivity:"
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msgstr ""
msgid "None"
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msgstr ""
msgid "Affect Brush's Alpha"
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msgstr ""
msgid "Color:"
msgstr ""
msgid "Guide color:"
msgstr ""
msgid "System Language"
msgstr ""
msgid "Display scale:"
msgstr ""
#. Refers to the font of a text.
msgid "Font:"
msgstr ""
#. Found in the preferences, under the interface section. Allows users to set the size of the font, ie the text.
msgid "Font size:"
msgstr ""
msgid "Dim interface on dialog popup"
msgstr ""
#. Found in the preferences, under the interface section. When this setting is enabled, the native file dialogs of the operating system are being used, instead of Pixelorama's custom ones.
msgid "Use native file dialogs"
msgstr ""
#. Found in the preferences, tooltip of the "Use native file dialogs" option.
msgid "When this setting is enabled, the native file dialogs of the operating system are being used, instead of Pixelorama's custom ones."
msgstr ""
#. Found in the preferences, under the interface section. When this setting is enabled, Pixelorama's subwindows will be embedded in the main window, otherwise each dialog will be its own separate window.
msgid "Single window mode"
msgstr ""
#. Found in the preferences, tooltip of the "Single window mode" option.
msgid "When this setting is enabled, Pixelorama's subwindows will be embedded in the main window, otherwise each dialog will be its own separate window."
msgstr ""
msgid "Dark"
msgstr ""
msgid "Gray"
msgstr ""
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msgid "Blue"
msgstr ""
2020-05-06 19:01:58 +00:00
msgid "Caramel"
msgstr ""
msgid "Light"
msgstr ""
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msgid "Purple"
msgstr ""
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#. A theme. Rose refers to the color rose.
msgid "Rose"
msgstr ""
msgid "Theme"
msgstr ""
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msgid "Buttons"
msgstr ""
msgid "Icon color from:"
msgstr ""
msgid "Icon color:"
msgstr ""
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msgid "Background"
msgstr ""
msgid "Background color from:"
msgstr ""
msgid "Background color:"
msgstr ""
#. Found in the preferences, under the Tools category.
msgid "Share options between the left and the right tools"
msgstr ""
#. Found in the preferences, under the Tools category. Tooltip of the "Share options between the left and the right tools" preference.
msgid "If this is enabled, options will be synced between the left and the right tool.\n"
"For example, both tools will share the same brush size, and changing it on one tool will instantly change on the other."
msgstr ""
msgid "Left tool color:"
msgstr ""
msgid "Right tool color:"
msgstr ""
msgid "Tool button size:"
msgstr ""
msgid "Small"
msgstr ""
msgid "Big"
msgstr ""
msgid "Only affect selection"
msgstr ""
msgid "Selected cels"
msgstr ""
msgid "Current cel"
msgstr ""
msgid "Current frame"
msgstr ""
msgid "All frames"
msgstr ""
msgid "All projects"
msgstr ""
2020-06-24 00:21:44 +00:00
msgid "Invert Colors"
msgstr ""
msgid "Modify Red Channel"
msgstr ""
msgid "Modify Green Channel"
msgstr ""
msgid "Modify Blue Channel"
msgstr ""
msgid "Modify Alpha Channel"
msgstr ""
#. An image effect. See Pixelorama's documentation page for more information: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects
msgid "Desaturation"
msgstr ""
#. An image effect. See Pixelorama's documentation page for more information: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects
msgid "Outline"
msgstr ""
#. An image effect. See Pixelorama's documentation page for more information: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects
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msgid "Drop Shadow"
msgstr ""
msgid "Offset X:"
msgstr ""
msgid "Offset Y:"
msgstr ""
msgid "Shadow color:"
msgstr ""
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#. An image effect. https://en.wikipedia.org/wiki/Gaussian_blur
msgid "Gaussian Blur"
msgstr ""
#. The type of the Gaussian blur, an image effect.
msgid "Blur type:"
msgstr ""
#. The applied amount of Gaussian blur, an image effect.
msgid "Blur amount:"
msgstr ""
#. The applied radius of Gaussian blur, an image effect.
msgid "Blur radius:"
msgstr ""
#. The applied direction of Gaussian blur, an image effect.
msgid "Blur direction:"
msgstr ""
msgid "Gradient"
msgstr ""
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msgid "Gradient Map"
msgstr ""
msgid "Divide into equal parts"
msgstr ""
msgid "Parts:"
msgstr ""
msgid "Add point at the end"
msgstr ""
msgid "If this is enabled, the last point gets added at the end of the gradient.\n"
"Disable this if you wish to convert the gradient to have constant interpolation, so that the last color will be taken into account."
msgstr ""
msgid "Shape:"
msgstr ""
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msgid "Linear"
msgstr ""
msgid "Radial"
msgstr ""
#. Found in the Gradient dialog, under the image menu. Specifies if the gradient will repeat or not.
msgid "Repeat:"
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msgstr ""
#. Found in the Gradient dialog, under the image menu. Specifies if the gradient will repeat or not.
msgid "Repeat"
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msgstr ""
#. Found in the Gradient dialog, under the image menu. It is one of the repeat options.
msgid "Mirror"
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msgstr ""
#. Found in the Gradient dialog, under the image menu. It is one of the repeat options. If Truncate is selected, the gradient gets cut at the edges.
msgid "Truncate"
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msgstr ""
msgid "Transition size:"
msgstr ""
msgid "Center:"
msgstr ""
msgid "Dithering pattern:"
msgstr ""
msgid "Type:"
msgstr ""
msgid "Angle:"
msgstr ""
#. An image effect. Adjusts the hue, saturation and value of the colors of an image. See Pixelorama's documentation page for more information: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects
msgid "Adjust Hue/Saturation/Value"
msgstr ""
#. HSV stands for Hue, Saturation & Value.
msgid "Adjust HSV"
msgstr ""
#. Refers to the hue of the colors of an image.
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msgid "Hue:"
msgstr ""
#. Refers to the saturation of the colors of an image.
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msgid "Saturation:"
msgstr ""
#. Refers to the value (as in HSV) of the colors of an image.
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msgid "Value:"
msgstr ""
#. An image effect. Adjusts the brightness and contrast of the colors of an image.
msgid "Adjust Brightness/Contrast"
msgstr ""
#. Refers to the brightness of the colors of an image.
msgid "Brightness:"
msgstr ""
#. Refers to the contrast of the colors of an image.
msgid "Contrast:"
msgstr ""
#. Refers to the red value of the colors of an image.
msgid "Red value:"
msgstr ""
#. Refers to the green value of the colors of an image.
msgid "Green value:"
msgstr ""
#. Refers to the blue value of the colors of an image.
msgid "Blue value:"
msgstr ""
#. Refers to a color that tints an image.
msgid "Tint color:"
msgstr ""
#. Refers to the factor (how much) a color tints an image.
msgid "Tint effect factor:"
msgstr ""
msgid "Apply"
msgstr ""
msgid "Diagonal"
msgstr ""
msgid "Place inside image"
msgstr ""
msgid "Thickness:"
msgstr ""
msgid "Colors:"
msgstr ""
msgid "Steps:"
msgstr ""
#. An image effect. It maps the color of the input to the nearest color in the selected palette. Useful for limiting color in pixel art and for artistic effects. See Pixelorama's documentation page for more information: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects
msgid "Palettize"
msgstr ""
#. An image effect. It makes the input image pixelated. See Pixelorama's documentation page for more information: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects
msgid "Pixelize"
msgstr ""
#. An image effect. For more details about what it does, you can refer to GIMP's documentation https://docs.gimp.org/2.8/en/gimp-tool-posterize.html
msgid "Posterize"
msgstr ""
#. An option for the posterize image effect. For more details about what it does, you can refer to GIMP's documentation https://docs.gimp.org/2.8/en/gimp-tool-posterize.html
msgid "Posterize levels:"
msgstr ""
#. An option for the posterize image effect.
msgid "Dither intensity:"
msgstr ""
msgid "View Splash Screen"
msgstr ""
msgid "Online Docs"
msgstr ""
msgid "Issue Tracker"
msgstr ""
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#. Found under the Help menu. When selected, it opens the folder where the application's data are being saved.
msgid "Open Editor Data Folder"
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msgstr ""
msgid "Changelog"
msgstr ""
msgid "About Pixelorama"
msgstr ""
#. Found under the Help menu. When clicked, it opens the URL of Orama Interactive's patreon page.
msgid "Support Pixelorama's Development"
msgstr ""
msgid "Pixelorama - Pixelate your dreams!"
msgstr ""
msgid "Developed by Orama Interactive"
msgstr ""
msgid "©2019-present by Orama Interactive and contributors"
msgstr ""
msgid "Website"
msgstr ""
#. Found in the About dialog. A button that, when you click it, it opens the URL of Pixelorama's source code.
msgid "Source Code"
msgstr ""
msgid "Donate"
msgstr ""
msgid "Developers"
msgstr ""
msgid "Contributors"
msgstr ""
msgid "Donors"
msgstr ""
2020-01-23 23:07:35 +00:00
msgid "Translators"
msgstr ""
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msgid "Licenses"
msgstr ""
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msgid "English"
msgstr ""
msgid "Greek"
msgstr ""
msgid "French"
msgstr ""
msgid "German"
msgstr ""
msgid "Polish"
msgstr ""
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msgid "Portuguese"
msgstr ""
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msgid "Brazilian Portuguese"
msgstr ""
msgid "Russian"
msgstr ""
msgid "Chinese Simplified"
msgstr ""
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msgid "Chinese Traditional"
msgstr ""
msgid "Italian"
msgstr ""
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msgid "Latvian"
msgstr ""
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msgid "Spanish"
msgstr ""
msgid "Catalan"
msgstr ""
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msgid "Esperanto"
msgstr ""
msgid "Indonesian"
msgstr ""
msgid "Czech"
msgstr ""
2020-05-15 19:07:07 +00:00
msgid "Arabic"
msgstr ""
msgid "Turkish"
msgstr ""
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msgid "Norwegian Bokmål"
msgstr ""
msgid "Korean"
msgstr ""
msgid "Hungarian"
msgstr ""
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msgid "Romanian"
msgstr ""
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msgid "Japanese"
msgstr ""
2021-06-17 21:14:08 +00:00
msgid "Ukrainian"
msgstr ""
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msgid "Danish"
msgstr ""
msgid "Swedish"
msgstr ""
msgid "Serbian (Cyrillic)"
msgstr ""
msgid "Dutch"
msgstr ""
msgid "Belarusian"
msgstr ""
#. Found in the About dialog.
msgid "Lead Developer"
msgstr ""
#. Found in the About dialog.
msgid "UI Designer"
msgstr ""
#. Found in the About dialog. Refers to the people who have contributed code to the project.
msgid "Authors"
msgstr ""
msgid "Art by: %s"
msgstr ""
msgid "untitled"
msgstr ""
msgid "imported"
msgstr ""
msgid "copy"
msgstr ""
msgid "Are you sure you want to exit Pixelorama?"
msgstr ""
msgid "Unsaved Image"
msgstr ""
msgid "You have unsaved changes. If you proceed, the progress you have made will be lost."
msgstr ""
msgid "Save before exiting?"
msgstr ""
msgid "Project %s has unsaved progress. How do you wish to proceed?"
msgstr ""
msgid "Save & Exit"
msgstr ""
msgid "Exit without saving"
msgstr ""
msgid "Rectangular Selection\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Elliptical Selection\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
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msgid "Polygonal Selection\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Double-click to connect the last point to the starting point"
msgstr ""
msgid "Select By Color\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Magic Wand\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Lasso / Free Select Tool\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Select by Drawing\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Move\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Zoom\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Pan\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
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msgid "Color Picker\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Select a color from a pixel of the sprite"
msgstr ""
msgid "Crop\n\n"
"Resize the canvas"
msgstr ""
msgid "Pencil\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Hold %s to make a line"
msgstr ""
msgid "Eraser\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Hold %s to make a line"
msgstr ""
msgid "Bucket\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Shading Tool\n\n"
"%s for left mouse button\n"
"%s for right mouse button"
msgstr ""
msgid "Line Tool\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Hold %s to snap the angle of the line\n"
"Hold %s to center the shape on the click origin\n"
"Hold %s to displace the shape's origin"
msgstr ""
msgid "Curve Tool\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Draws bezier curves\n"
"Press %s/%s to add new points\n"
"Press and drag to control the curvature\n"
"Press %s to remove the last added point"
msgstr ""
msgid "Rectangle Tool\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Hold %s to create a 1:1 shape\n"
"Hold %s to center the shape on the click origin\n"
"Hold %s to displace the shape's origin"
msgstr ""
msgid "Ellipse Tool\n\n"
"%s for left mouse button\n"
"%s for right mouse button\n\n"
"Hold %s to create a 1:1 shape\n"
"Hold %s to center the shape on the click origin\n"
"Hold %s to displace the shape's origin"
msgstr ""
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msgid "Text\n\n"
"%s for left mouse button\n"
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"%s for right mouse button"
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msgstr ""
msgid "Rectangle"
msgstr ""
msgid "Ellipse"
msgstr ""
msgid "Choose a color for the left tool"
msgstr ""
msgid "Choose a color for the right tool"
msgstr ""
#. Tooltip of the switch colors button found in the color picker panel.
msgid "Switch left and right colors."
msgstr ""
#. Tooltip of the average color button, found in the color picker panel. Shows the average color between the two selected.
msgid "Average Color:"
msgstr ""
msgid "Reset the colors to their default state (black for left, white for right)"
msgstr ""
#. Tooltip of the screen color picker button found in the color picker panel.
msgid "Pick a color from the screen."
msgstr ""
#. Tooltip of the color text field found in the color picker panel that lets users change the color by hex code or english name ("red" cannot be translated).
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
#. Tooltip of the button found in the color picker panel that lets users change the shape of the color picker.
msgid "Select a picker shape."
msgstr ""
#. Refers to color-related options such as sliders that set color channel values like R, G, B and A.
msgid "Color options"
msgstr ""
#. Tooltip of the button with three dots found under color options in the color picker panel that lets users change the mode of the color picker/sliders.
msgid "Select a picker mode."
msgstr ""
#. Checkbox found in the menu of the button with three dots found under color options in the color picker panel.
msgid "Colorized Sliders"
msgstr ""
#. Shows saved colors in certain color picker menus.
msgid "Swatches"
msgstr ""
#. Found under color options in the color picker panel.
msgid "Recent Colors"
msgstr ""
msgid "Left tool"
msgstr ""
msgid "Right tool"
msgstr ""
msgid "Left pixel indicator"
msgstr ""
msgid "Show left mouse pixel indicator or brush on the canvas when drawing"
msgstr ""
msgid "Right pixel indicator"
msgstr ""
msgid "Show right mouse pixel indicator or brush on the canvas when drawing"
msgstr ""
msgid "Show left tool icon"
msgstr ""
msgid "Displays an icon of the selected left tool next to the cursor on the canvas"
msgstr ""
msgid "Show right tool icon"
msgstr ""
msgid "Displays an icon of the selected right tool next to the cursor on the canvas"
msgstr ""
msgid "Use native mouse cursors"
msgstr ""
msgid "Use cross cursor for the canvas"
msgstr ""
msgid "Guides"
msgstr ""
msgid "Guides color:"
msgstr ""
msgid "A color of ruler guides displayed on the canvas"
msgstr ""
#. Found in the Preferences, in the Canvas tab. Refers to grid and guide snapping.
msgid "Snapping"
msgstr ""
#. Found in the Preferences, in the Canvas tab. Refers to grid and guide snapping.
msgid "Snapping distance:"
msgstr ""
#. Found in the Preferences, in the Canvas tab. Refers to grid and guide snapping. Hint tooltip of the snapping distance slider.
msgid "This is the distance in screen pixels where guide and grid snapping gets activated."
msgstr ""
msgid "Grid"
msgstr ""
msgid "Grid type:"
msgstr ""
msgid "Sets the type of the grid between rectangular, isometric or both"
msgstr ""
msgid "Rectangular"
msgstr ""
msgid "Isometric"
msgstr ""
msgid "All"
msgstr ""
#. Found in the Preferences, in the Canvas tab.
msgid "Rectangular grid size:"
msgstr ""
#. Found in the Preferences, in the Canvas tab.
msgid "Isometric grid size:"
msgstr ""
#. Found in the Preferences, in the Canvas tab.
msgid "Grid offset:"
msgstr ""
#. Found in the Preferences, in the Canvas tab. Hint tooltip of the grid offset value sliders.
msgid "Sets grid's offset from the canvas origin (top left corner of the image)"
msgstr ""
msgid "Draw over Tile Mode:"
msgstr ""
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msgid "If disabled, the grid will be drawn only over the original image"
msgstr ""
msgid "Grid color:"
msgstr ""
msgid "A color of the grid"
msgstr ""
msgid "Pixel Grid"
msgstr ""
msgid "Show at zoom:"
msgstr ""
msgid "Sets the minimal zoom at which pixel grid will be shown"
msgstr ""
msgid "Pixel grid color:"
msgstr ""
msgid "A color of the pixel grid"
msgstr ""
msgid "Transparency"
msgstr ""
msgid "Checker size:"
msgstr ""
msgid "Size of the transparent checker background"
msgstr ""
msgid "Checker color 1:"
msgstr ""
msgid "First color of the transparent checker background"
msgstr ""
msgid "Checker color 2:"
msgstr ""
msgid "Second color of the transparent checker background"
msgstr ""
2020-08-17 21:01:45 +00:00
msgid "Follow Canvas Movement"
msgstr ""
msgid "The transparent checker follow the movement of canvas"
msgstr ""
msgid "Follow Canvas Zoom Level"
msgstr ""
msgid "The transparent checker follow the zoom level of canvas"
msgstr ""
#. Found in the Preferences, under Timeline. If this is enabled, clicking on the layer buttons (such as lock, invisible etc) will automatically select that layer.
msgid "Select layer when clicking on one of its buttons:"
msgstr ""
#. Found in the Preferences, under Timeline. Changes the color of the past (previous) frames in onion skinning, if color mode is enabled.
msgid "Onion skinning past color:"
msgstr ""
#. Found in the Preferences, under Timeline. Changes the color of the past (previous) frames in onion skinning, if color mode is enabled.
msgid "Onion skinning future color:"
msgstr ""
msgid "Animated selection borders"
msgstr ""
msgid "Border color 1:"
msgstr ""
msgid "Border color 2:"
msgstr ""
msgid "Only custom preset can be modified"
msgstr ""
msgid "Set application FPS limit:"
msgstr ""
msgid "Sets the limit of the application's frames per second. The lower the number, the lower the CPU usage, but the application gets slower, choppier and unresponsive. 0 means that there is no limit."
msgstr ""
#. Found in the Preferences, under the Performance section. Changes the value of the maximum undo steps projects can use.
msgid "Max undo steps:"
msgstr ""
2024-07-31 21:24:25 +00:00
#. An option found in the preferences, under the Performance section.
msgid "Pause application when it loses focus"
msgstr ""
2024-07-31 21:24:25 +00:00
#. Found in the preferences, hint of the "Pause application when it loses focus" option.
msgid "If this is toggled on, when the application's window loses focus, it gets paused. This helps lower CPU usage when idle. The application gets unpaused when the mouse enters the application's window."
msgstr ""
#. An option found in the preferences, under the Performance section. Refers to the screen being updated (redrawn) continuously.
msgid "Update continuously"
msgstr ""
#. Found in the preferences, hint of the "Update continuously" option.
2024-07-31 22:41:33 +00:00
msgid "If this is toggled on, the application will redraw the screen continuously, even while it's not used. Turning this off helps lower CPU and GPU usage when idle."
msgstr ""
#. An option found in the preferences, under the Performance section.
msgid "Enable window transparency"
msgstr ""
2024-07-31 21:24:25 +00:00
#. Found in the preferences, hint of the "Enable window transparency" option.
msgid "If enabled, the application window can become transparent. This affects performance, so keep it off if you don't need it."
msgstr ""
Implement audio layers (#1149) * Initial work on audio layers * Load ogg audio files * Fix playback position * Support mp3 files * Play audio at the appropriate position when the animation runs, and stop when the pause button is pressed * Change audio cel textures for the cels where audio is playing * Fix audio not playing at the appropriate position * Don't play audio is layer is invisible * Set the audio layer names to be the imported audio file names * Import audio from videos * Export videos with audio Only works with mp3 for now * Remove support for ogg audio files as they cannot be saved At least until I find a way to save them. Wav files will be supported with Godot 4.4 * Fix adding/removing in-between frames breaking the visual indication of audio cels * Minor code improvements * Export audio in videos with custom delay * Support frame delay * Change the frame where the audio plays at * Fix crashes when the audio layer has no track * Remove unneeded cel properties for audio cels * Pxo loading/saving * Load audio files from the audio layer properties * Change the audio driver to Dummy from the Preferences for performance reasons * Clone audio layers, disable layer merge and FX buttons when an audio layer is selected * Easily change the playback frame of an audio layer from the right click menu of cel buttons * Update Translations.pot * Some code improvements and documentation * Stop audio from playing when looping, and the audio does not play at the first frame * Update audio cel buttons when changing the audio of the layer * Mute audio layer when hiding it mid-play * Only plays the portion of the sound that corresponds to the specific frame so maybe we should do that as well When the animation is not running. If it is running, play the sound properly. * Some code changes to allow for potential negative frames placement for audio This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
2024-12-13 22:30:04 +00:00
#. An option found in the preferences, under the Performance section.
msgid "Use dummy audio driver"
msgstr ""
#. Found in the Preferences, under Drivers. Specifies the renderer/video driver being used.
msgid "Renderer:"
msgstr ""
#. Found in the Preferences, under Drivers. Hint tooltip of the renderer option.
msgid "Specifies the renderer/video driver being used. GLES2 is better for older and low-end devices, but GLES3 may offer more features."
msgstr ""
#. Found in the Preferences, under Drivers. Specifies the tablet driver being used on Windows.
msgid "Tablet driver:"
msgstr ""
#. Found in the Preferences, under Drivers. Hint tooltip of the tablet driver option.
msgid "Specifies the tablet driver being used on Windows. If you have Windows Ink enabled, select winink."
msgstr ""
#. Found in the Preferences, under Extensions.
Implement a basic extension system Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly. Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/. The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this: { "name": "ExtensionName", "display_name": "Extension Name", "description": "A Pixelorama extension", "author": "Orama Interactive", "version": "0.1", "license": "MIT", "nodes": [ "ExtensionExample.tscn" ] } The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot. Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
msgid "Add Extension"
msgstr ""
msgid "Enable"
msgstr ""
msgid "Disable"
msgstr ""
msgid "Uninstall"
msgstr ""
msgid "Open Folder"
msgstr ""
#. Found in the Preferences, under Extensions. It is a button that, when clicked, opens up the extension explorer which allows users to download extensions from the Internet.
msgid "Explore Online"
msgstr ""
#. Found in the Preferences, under Extensions. This is the text of a confirmation dialog that appears when the user attempts to enable an extension.
msgid "Are you sure you want to enable this extension? Make sure to only enable extensions from sources that you trust."
msgstr ""
#. Found in the Preferences, under Extensions. This is the text of a confirmation dialog that appears when the user attempts to delete an extension.
msgid "Are you sure you want to delete this extension?"
msgstr ""
#. Hint tooltip of a button in the Global Tool Settings. "Dynamics" let users affect certain brush parameters, such as their size and alpha, based on the pressure of the tablet pen, the velocity of the mouse or the pen, and more in the future.
msgid "Dynamics"
msgstr ""
#. Found in the Dynamics options menu. A stabilizer is a feature that, when enabled, helps artists create smooth lines as they draw.
msgid "Stabilizer"
msgstr ""
#. Found in the Dynamics options menu. Pressure refers to tablet pen pressure.
msgid "Pressure"
msgstr ""
#. Found in the Dynamics options menu. Velocity refers to mouse or tablet pen velocity, meaning how fast it moves.
msgid "Velocity"
msgstr ""
#. Refers to the alpha channel of the colors, in the RGBA color model. The alpha channel is responsible for the transparency of the color.
msgid "Alpha"
msgstr ""
#. Refers to the size of a value, for example the size of a brush.
msgid "Size"
msgstr ""
#. Found in the Dynamics options menu. Sets the limits of the brush property values, such as the minimum and maximum values of alpha and size.
msgid "Value limits"
msgstr ""
#. Found in the Dynamics options menu. Sets the thresholds of the dynamic properties, such as the minimum and maximum values of pressure and velocity.
msgid "Thresholds"
msgstr ""
#. Noun, the start of something.
msgid "Start"
msgstr ""
#. Noun, the end of something.
msgid "End"
msgstr ""
msgid "Brush:"
msgstr ""
msgid "Select a brush"
msgstr ""
msgid "Pixel brush"
msgstr ""
msgid "Circle brush"
msgstr ""
msgid "Filled circle brush"
msgstr ""
msgid "Custom brush"
msgstr ""
msgid "Brush size:"
msgstr ""
msgid "Overwrite color"
msgstr ""
msgid "Overwrites color instead of blending it. This option is only relevant with colors that are not fully opaque"
msgstr ""
msgid "Pixel Perfect"
msgstr ""
msgid "Pixel Perfect\n"
"Makes lines smooth by removing the extra pixels on the edges"
msgstr ""
#. A button found in the global tool options. When enabled, the alpha value of the pixels being drawn is locked, meaning that the user can only draw on non-transparent pixels.
msgid "Lock alpha"
msgstr ""
msgid "Fill inside"
msgstr ""
#. Found in the tool options of the Pencil tool, and refers to the spacing between brush strokes.
msgid "Spacing"
msgstr ""
#. Found in the tool options of the Pencil tool if "Spacing" is enabled, and refers to the horizontal gap between brush strokes.
msgid "Gap X:"
msgstr ""
#. Found in the tool options of the Pencil tool if "Spacing" is enabled, and refers to the vertical gap between brush strokes.
msgid "Gap Y:"
msgstr ""
msgid "Fill Shape"
msgstr ""
msgid "Fills the drawn shape with color, instead of drawing a hollow shape"
msgstr ""
#. Found in the tool options of the Pencil, Eraser and Shading tools. It is a percentage of how dense the brush is. 100% density means that the brush gets completely drawn, anything less leaves gaps inside the brush, acting like a spray tool.
msgid "Density:"
msgstr ""
msgid "Brush color from"
msgstr ""
msgid "0: Color from the brush itself, 100: the currently selected color"
msgstr ""
2022-09-18 16:25:58 +00:00
#. Found in the bucket tool options.
msgid "Fill area:"
msgstr ""
#. Found in the bucket tool options, one of the fill area options.
msgid "Similar area"
msgstr ""
#. Found in the bucket tool options, one of the fill area options.
msgid "Similar colors"
msgstr ""
#. Found in the bucket tool options, one of the fill area options.
msgid "Whole selection"
msgstr ""
2020-04-24 23:09:34 +00:00
msgid "Fill with:"
msgstr ""
#. Found in the bucket tool options, one of the fill with options.
msgid "Selected color"
2020-04-24 23:09:34 +00:00
msgstr ""
#. Found in the bucket tool options, one of the fill with options.
2020-04-24 23:09:34 +00:00
msgid "Pattern"
msgstr ""
msgid "Offset"
msgstr ""
msgid "Simple Shading"
msgstr ""
msgid "Hue Shifting"
msgstr ""
msgid "Lighten"
msgstr ""
msgid "Darken"
msgstr ""
msgid "Amount:"
msgstr ""
msgid "Lighten/Darken amount"
msgstr ""
msgid "Pick for:"
msgstr ""
msgid "Left Color"
msgstr ""
msgid "Right Color"
msgstr ""
msgid "Mode:"
msgstr ""
msgid "Zoom in"
msgstr ""
msgid "Zoom out"
msgstr ""
Implement layer effects (#940) * Basic logic for layer effects * Add an FX button and the ability to add effects, no way to remove or change properties of effects yet * Basic and ugly UI for adding and removing effects, no property changing yet * Swap effects * Fix preload shader paths * Change parameters for layer effects * Change gradient parameter in layer effect shaders, and other fixes * Use CollapsibleContainers for the shader properties * Set the correct gradient interpolation mode and color space in the UI * Make effects of group layers apply to children * Change `apply_fx` to `apply_effects`, formatting, some extra doc comments * Apply effects to other canvases, when merging layers and when exporting * Display humanized names of the shader unifrms * Some UI improvements to the LayerEffectsSettings * Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons * Change BaseLayer.apply_effects() to take a cel as a parameter instead * Make layer effect buttons be affected by the modulate icon color * Add option in the View menu whether layer effects are displayed in the canvas or not * Rename `apply_effects()` to `display_effects()` * Add translation strings * Add nearest filter to the gradient map * Don't change Main.tscn * Fix more translations * Change the default cursor shape of the generated UI elements of the layer effects * Add undo/redo and effect application (apply effect destructively) There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless. * Make layer effect application work on all cels
2023-11-21 23:06:25 +00:00
msgid "Options"
msgstr ""
msgid "Options:"
msgstr ""
msgid "Fit to frame"
msgstr ""
msgid "100% Zoom"
msgstr ""
#. One of the modes of a selection tool. Found in the tool options, when a selection tool is active.
msgid "Replace selection"
msgstr ""
#. One of the modes of a selection tool. Found in the tool options, when a selection tool is active.
msgid "Add to selection"
msgstr ""
#. One of the modes of a selection tool. Found in the tool options, when a selection tool is active.
msgid "Subtract from selection"
msgstr ""
#. One of the modes of a selection tool. Found in the tool options, when a selection tool is active.
msgid "Intersection of selections"
msgstr ""
2024-11-18 23:32:21 +00:00
#. Refers to the style of something, such as the style of a text, meaning whether it's regular, bold, italic, etc.
msgid "Style:"
msgstr ""
#. Refers to the text. Regular means that the text is not bold or italic.
msgid "Regular"
msgstr ""
#. Refers to text that is bold.
msgid "Bold"
msgstr ""
#. Refers to text that is italic.
msgid "Italic"
msgstr ""
#. Refers to text that is bold and italic.
msgid "Bold Italic"
msgstr ""
#. https://en.wikipedia.org/wiki/Anti-aliasing
msgid "Antialiasing"
msgstr ""
msgid "Grayscale"
msgstr ""
msgid "Mirroring"
msgstr ""
msgid "Horizontal"
msgstr ""
msgid "Enable horizontal mirrored drawing"
msgstr ""
msgid "Vertical"
msgstr ""
msgid "Enable vertical mirrored drawing"
msgstr ""
#. Found in the global tool options, in the menu that appears next to each mirror button. It affects the position of a symmetry guide.
msgid "Move to canvas center"
msgstr ""
#. Found in the global tool options, in the menu that appears next to each mirror button. It affects the position of a symmetry guide.
msgid "Move to view center"
msgstr ""
msgid "Current frame:"
msgstr ""
msgid "Animation mode:"
msgstr ""
msgid "Current frame as spritesheet"
msgstr ""
msgid "Jump to the first frame"
msgstr ""
msgid "Go to the previous frame"
msgstr ""
msgid "Play the animation backwards"
msgstr ""
msgid "Play the animation forward"
msgstr ""
msgid "Go to the next frame"
msgstr ""
msgid "Jump to the last frame"
msgstr ""
msgid "Timeline settings"
2020-03-31 18:27:16 +00:00
msgstr ""
msgid "Enable/disable Onion Skinning"
msgstr ""
msgid "How many frames per second should the animation preview be?\n"
"The more FPS, the faster the animation plays."
msgstr ""
msgid "No loop"
msgstr ""
msgid "Cycle loop"
msgstr ""
msgid "Ping-pong loop"
msgstr ""
msgid "Onion Skinning:"
msgstr ""
msgid "Past Frames"
msgstr ""
msgid "Future Frames"
msgstr ""
msgid "Manage frame tags"
msgstr ""
msgid "Frame Tag Properties"
msgstr ""
msgid "Add a new frame tag"
msgstr ""
msgid "Name:"
msgstr ""
msgid "From:"
msgstr ""
msgid "To:"
msgstr ""
msgid "Animation plays only on frames of the same tag"
msgstr ""
msgid "Tag %s (Frame %s)"
msgstr ""
msgid "Tag %s (Frames %s-%s)"
msgstr ""
msgid "If it's selected, the animation plays only on the frames that have the same tag.\n"
"If it's not, the animation will play for all frames, ignoring tags."
msgstr ""
#. Found in the timeline, inside the timeline settings. It's a slider that sets the size of the cel buttons in the timeline.
msgid "Cel size:"
msgstr ""
#. Found in the timeline, inside the timeline settings. If this is enabled, the past and future frames will have appear tinted.
msgid "Color mode"
msgstr ""
msgid "Show past frames:"
msgstr ""
msgid "Show future frames:"
msgstr ""
msgid "Above canvas"
msgstr ""
msgid "Below canvas"
msgstr ""
msgid "If you want a layer to ignore onion skinning simply add the \"_io\" suffix in its name."
msgstr ""
msgid "Add a new frame"
msgstr ""
msgid "Remove Frame"
msgstr ""
msgid "Clone Frame"
msgstr ""
msgid "Move Left"
msgstr ""
msgid "Move Right"
msgstr ""
msgid "Add Frame Tag"
msgstr ""
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 14:44:01 +00:00
msgid "Link Cels to"
msgstr ""
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 14:44:01 +00:00
msgid "Unlink Cels"
msgstr ""
Implement audio layers (#1149) * Initial work on audio layers * Load ogg audio files * Fix playback position * Support mp3 files * Play audio at the appropriate position when the animation runs, and stop when the pause button is pressed * Change audio cel textures for the cels where audio is playing * Fix audio not playing at the appropriate position * Don't play audio is layer is invisible * Set the audio layer names to be the imported audio file names * Import audio from videos * Export videos with audio Only works with mp3 for now * Remove support for ogg audio files as they cannot be saved At least until I find a way to save them. Wav files will be supported with Godot 4.4 * Fix adding/removing in-between frames breaking the visual indication of audio cels * Minor code improvements * Export audio in videos with custom delay * Support frame delay * Change the frame where the audio plays at * Fix crashes when the audio layer has no track * Remove unneeded cel properties for audio cels * Pxo loading/saving * Load audio files from the audio layer properties * Change the audio driver to Dummy from the Preferences for performance reasons * Clone audio layers, disable layer merge and FX buttons when an audio layer is selected * Easily change the playback frame of an audio layer from the right click menu of cel buttons * Update Translations.pot * Some code improvements and documentation * Stop audio from playing when looping, and the audio does not play at the first frame * Update audio cel buttons when changing the audio of the layer * Mute audio layer when hiding it mid-play * Only plays the portion of the sound that corresponds to the specific frame so maybe we should do that as well When the animation is not running. If it is running, play the sound properly. * Some code changes to allow for potential negative frames placement for audio This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
2024-12-13 22:30:04 +00:00
#. An option found in the right click menu of an audio cel. If selected, the audio of the audio layer will start playing from this frame.
msgid "Play audio here"
msgstr ""
msgid "Properties"
msgstr ""
msgid "Project Properties"
msgstr ""
msgid "Frame properties"
msgstr ""
2024-04-04 00:21:07 +00:00
msgid "Layer properties"
msgstr ""
msgid "Cel properties"
msgstr ""
msgid "Tag properties"
msgstr ""
#. Found on the popup menu that appears when a user right-clicks on a frame button. When clicked, a new frame tag is added.
msgid "New Tag"
msgstr ""
2024-08-01 21:03:16 +00:00
#. Found on the popup menu that appears when a user right-clicks on a frame button. When clicked, it allows users to paste/import tags from other opened projects.
msgid "Import Tag"
msgstr ""
#. Found on the popup menu that appears when a user right-clicks on a frame button. When clicked, the order of the selected frames is being reversed.
msgid "Reverse Frames"
msgstr ""
msgid "Layer"
msgstr ""
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 18:59:49 +00:00
msgid "Group"
msgstr ""
2024-12-05 01:57:44 +00:00
#. A tilemap is a type of layer, which is divided by grid cells, the size of which is determined by the tileset it uses. Each grid cell is mapped to a tile in the tileset. Tilemaps can be used to create game levels and layouts.
msgid "Tilemap"
msgstr ""
Implement audio layers (#1149) * Initial work on audio layers * Load ogg audio files * Fix playback position * Support mp3 files * Play audio at the appropriate position when the animation runs, and stop when the pause button is pressed * Change audio cel textures for the cels where audio is playing * Fix audio not playing at the appropriate position * Don't play audio is layer is invisible * Set the audio layer names to be the imported audio file names * Import audio from videos * Export videos with audio Only works with mp3 for now * Remove support for ogg audio files as they cannot be saved At least until I find a way to save them. Wav files will be supported with Godot 4.4 * Fix adding/removing in-between frames breaking the visual indication of audio cels * Minor code improvements * Export audio in videos with custom delay * Support frame delay * Change the frame where the audio plays at * Fix crashes when the audio layer has no track * Remove unneeded cel properties for audio cels * Pxo loading/saving * Load audio files from the audio layer properties * Change the audio driver to Dummy from the Preferences for performance reasons * Clone audio layers, disable layer merge and FX buttons when an audio layer is selected * Easily change the playback frame of an audio layer from the right click menu of cel buttons * Update Translations.pot * Some code improvements and documentation * Stop audio from playing when looping, and the audio does not play at the first frame * Update audio cel buttons when changing the audio of the layer * Mute audio layer when hiding it mid-play * Only plays the portion of the sound that corresponds to the specific frame so maybe we should do that as well When the animation is not running. If it is running, play the sound properly. * Some code changes to allow for potential negative frames placement for audio This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
2024-12-13 22:30:04 +00:00
msgid "Audio"
msgstr ""
msgid "Layers"
msgstr ""
#. Found in the layer menu which appears when right clicking on a layer button in the timeline. When enabled, the layer becomes a clipping mask.
msgid "Clipping mask"
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
#. Hint tooltip of the create new layer button, found on the left side of the timeline.
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Create a new layer"
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
#. One of the options of the create new layer button.
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
msgid "Add Pixel Layer"
msgstr ""
#. One of the options of the create new layer button.
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
msgid "Add Group Layer"
msgstr ""
#. One of the options of the create new layer button.
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
msgid "Add 3D Layer"
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 18:59:49 +00:00
msgstr ""
2024-12-05 01:57:44 +00:00
#. One of the options of the create new layer button.
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Add Tilemap Layer"
msgstr ""
Implement audio layers (#1149) * Initial work on audio layers * Load ogg audio files * Fix playback position * Support mp3 files * Play audio at the appropriate position when the animation runs, and stop when the pause button is pressed * Change audio cel textures for the cels where audio is playing * Fix audio not playing at the appropriate position * Don't play audio is layer is invisible * Set the audio layer names to be the imported audio file names * Import audio from videos * Export videos with audio Only works with mp3 for now * Remove support for ogg audio files as they cannot be saved At least until I find a way to save them. Wav files will be supported with Godot 4.4 * Fix adding/removing in-between frames breaking the visual indication of audio cels * Minor code improvements * Export audio in videos with custom delay * Support frame delay * Change the frame where the audio plays at * Fix crashes when the audio layer has no track * Remove unneeded cel properties for audio cels * Pxo loading/saving * Load audio files from the audio layer properties * Change the audio driver to Dummy from the Preferences for performance reasons * Clone audio layers, disable layer merge and FX buttons when an audio layer is selected * Easily change the playback frame of an audio layer from the right click menu of cel buttons * Update Translations.pot * Some code improvements and documentation * Stop audio from playing when looping, and the audio does not play at the first frame * Update audio cel buttons when changing the audio of the layer * Mute audio layer when hiding it mid-play * Only plays the portion of the sound that corresponds to the specific frame so maybe we should do that as well When the animation is not running. If it is running, play the sound properly. * Some code changes to allow for potential negative frames placement for audio This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
2024-12-13 22:30:04 +00:00
#. One of the options of the create new layer button.
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Add Audio Layer"
msgstr ""
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Remove current layer"
msgstr ""
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Move up the current layer"
msgstr ""
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Move down the current layer"
msgstr ""
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Clone current layer"
msgstr ""
2024-12-05 01:57:44 +00:00
#: src/UI/Timeline/AnimationTimeline.tscn
msgid "Merge current layer with the one below"
msgstr ""
#. Found in the layer's section of the timeline. Refers to layer blend modes, for more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Blend mode:"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option, only available for group layers. If enabled, group blending is disabled and the group simply acts as a way to organize layers instead of affecting blending.
msgid "Pass through"
msgstr ""
#. Adjective, refers to something usual/regular, such as the normal blend mode.
msgid "Normal"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Multiply"
msgstr ""
# .Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Color burn"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Linear burn"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Screen"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Color dodge"
msgstr ""
#. Found in the layer's section of the timeline, as category of blend modes. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Contrast"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Overlay"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Soft light"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Hard light"
msgstr ""
#. Found in the layer's section of the timeline, as a category of blend modes. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Inversion"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Difference"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Exclusion"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Subtract"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Divide"
msgstr ""
#. Found in the layer's section of the timeline, as a category of blend modes. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Component"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Hue"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Saturation"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Color"
msgstr ""
#. Found in the layer's section of the timeline, as a blend mode option. For more info refer to: https://en.wikipedia.org/wiki/Blend_modes
msgid "Luminosity"
msgstr ""
msgid "Opacity:"
msgstr ""
msgid "Tile mode opacity:"
msgstr ""
msgid "Toggle layer's visibility"
msgstr ""
msgid "Lock/unlock layer"
msgstr ""
msgid "Frame: %s, Layer: %s"
msgstr ""
Linked Cel Refactor and Timeline Refactor Tweaks (#764) * Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate * Don't automatically link the current frame's cel when enabling new_cels_linked on a layer * Mostly added new system * renamed link group to link set * Enable drag and drop of linked cels on the same layer * formatted CelButton.gd * serialize/deserialize * Copy frames w/ new linked cels system. Removed copy_cel from layer classes * Removed commented out code from AnimationTimeline.copy_frames * Removed Project.duplicate_layers * Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same) * Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection * Moved BaseLayer.copy out of the Methods to Override section * Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful * set textures with set_content where needed * open_image_as_spritesheet_layer new_cels_linked part updated * clone layer with linked cels implemented. Removed copy_all_cels from layer classes * weaked how copied layers names are updated * Merge layers works with new linked cels now * Fixed texture on cel buttons not being updated on button setup * fixed bug where using set_content with new image texture would result in an empty texture * Open old .pxo with new linked cels * simplified backwards compatiblity * removed linked_cels * better linked cels backwards compatibility * Removed some old TODO comments * fixed linked_cels conversion bug when linked_cels is empty * Added undo for linking the previous cel when creating new cels with new_cels_linked enabled * Removed TODOs * Cleaned up some method variable naming * Cleaned up deserialization * combined matching for loops * Inlined BaseLayer.copy() where its used * gdformat * Fixed Translations,pot Co-authored-by: MrTriPie <MrTriPie>
2022-10-16 14:44:01 +00:00
msgid "Enable/disable automatic linking of new cels when creating new frames\n\n"
"Linked cels share content across multiple frames"
msgstr ""
Basic Layer Groups and Timeline Refactor (#698) * Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode * Shading tool hue shifting fixes and tweaks * Bringing over changes from layer groups brach, without any changes to layer blending * Some quick fixes to make it work again * Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed * Layer drag highlighting (need to actually drop them correctly, also need to do cels) * Added more layer hierarchy related functions, organized the function order in the Layer classes a bit * Switched the layer type changing from string to int * Moved layer type enum to Global * Added get_layer_type_name(), currently used for the default layer name * Renamed the layer get_children/is_a_parent_of functions * changed get_layer_type_name() to get_default_name(number) * New layer drag and dropping behavior * Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type * Fixed warning * Added a line to child layers wich makes it easier to see where they are in the hierarchy * Fixed debugger warning * Fixed all cel types loading as PixelCels * Fixed spacing issue with cels when collapsing groups * Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing) * updated temporary todo comments * Created a base scene for layer buttons and merged layer button script into one * Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton * Use a base scene for CelButtons * First bit of the refactoring work * Several bits of refactoring * Fixed moving cels * Cleaned up Project.move_cel function * Fixed project_layer_removed * Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock * Bug fixes. Updating layer button's buttons * Fixed timeline selection issues when creating a new project. Some code cleanup * tweaks * Removed a bunch of commented out code * Removing more commented out code * Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame * Changed add/remove_frame to add/remove_frames (multiple support) * Refactored copy_frames in animation timeline * added copy function to cel classes * added layer copy function * simplifed copy_frames a tiny bit * Updated TODO comments to categorize them and remove any that were already done * Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested * Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button * some TODOs * Added layer swapping * Added priorities to refactor TODOs * Simplified layer swapping code a little * Fixed performance regression on changing project, updated TODOs * Included _on_MergeDownLayer_pressed in timeline refactor * Cleaned up _on_MergeDownLayer_pressed refactor * If all frames are selected, prevent being able to remove all of them * Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels * Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function * Simplified _toggle_layer_buttons some more * Added hierarchy support for move up/down layer buttons * Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name * Fixed duplicate_layers parent references being to the original layers * cleaned up project.move_layers method a bit * TODOs * moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions * animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline * Cleaned up project_changed in ANimationTimeline a bit * Cleaned up project_layer_added in AnimationTimeline * Changed Layer classes get_default_name to set_name_to_default * Cleaned up LayerButton.drop_data slightly * Looked at some of my TODOs * cleaned up copying cels * Fixed CelButton linked_indicator not showing up right away when becoming linked * Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo * Fixed regression with copy_cel (linked) in when cloning a frame * Minor cleanup, more detailed comments, updated TODOs * more improved comments * Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state * Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it * Updated comments and TODOs * cleanup * removed some code that should no longer be needed * updated comment * removed Project's frames and layers setters _frames_changed and _layers_changed * Made some 'for x in range(array.size())' just 'for x in array.size()' * updated comments/TODOs * Cel content changes intial * Added 'content' methods to Cel classes * Removed image var from PixelCelButton * Reusing PixelCelButton.gd on GroupCelButton scene * Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd * Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels * TODOs, prevent memory leak when closing projects * Link/unlink cel cleanup : * Added _project param to _init methods of Layer classes * Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd * Removed a temporary check (which also fixed another bug) * Clone child layers when cloning a layer * Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors * TODOs * Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates * Added create_new_cel methods to Layer classes * Updated TODOs and comments * Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame * Renamed create_layer/cel_button to instantiate_layer/cel_button * updated TODOs * prioritized TODOs * Fixed some warnings * removed commented out code from previous commit * Fixed export * Made open_image_as_new_frame work after timeline refactor * Fixed open_image_as_new_layer after timeline refactor * Some linked cel fixes * More linked cels fixes * cleanup * Optimized importing spreadsheet as new layer * Fixed Scale Image crash with Groups * Fixed onion skin with groups * Removed blend_mode from BaseLayer for now * Mostly fixed image effects * Fixed resize canvas * Fixed drag and drop not working with Cel Buttons on Group Layers * updated TODOs * Renamed Replace Frame (in open image) to Replace Cel * Continued renaming Replace Frame to Replace Cel * Made open_image_at_cels work after timeline refactor * Added get_layer_path method to BaseLayer * Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel * Updated TODOs * updated TODOs * Comments for cel content methods * fixed right clicking group cel button deselecting the button (even though cel is still selected * frame/layer modification methods comments * Removed unneeded size flags * TODO updates * Removed a loop that would never run from open_image_as_spritesheet_tab * TODO update * Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method * Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed * TODO Updates * Removed unneeded code from delete_frames * Made delete_frames variable names more consistent with my other changes * Continuation * made variable names in copy_frames more consistent with rest of changes * Update TODOs * Removed TODOs for after this PR (moved to my notes) * Fixed crash when pasting image on Group * Fixed layer .visible check to be is_visible_in_hierarchy() * Removed some drag highlight polish code that didn't work * Removed code from Canvas update_texture and update_selected_cels_textures that was redundant * gdformat * gdformat * gdlint fixes * Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer * Fixed crop image and centralize image * Added '# gdlint: ignore=max-public-methods' to the top of Project' * Fixed dragging cels to layer of different type crash * Formatted CelButton.gd Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 18:59:49 +00:00
msgid "Expand/collapse group"
msgstr ""
Implement audio layers (#1149) * Initial work on audio layers * Load ogg audio files * Fix playback position * Support mp3 files * Play audio at the appropriate position when the animation runs, and stop when the pause button is pressed * Change audio cel textures for the cels where audio is playing * Fix audio not playing at the appropriate position * Don't play audio is layer is invisible * Set the audio layer names to be the imported audio file names * Import audio from videos * Export videos with audio Only works with mp3 for now * Remove support for ogg audio files as they cannot be saved At least until I find a way to save them. Wav files will be supported with Godot 4.4 * Fix adding/removing in-between frames breaking the visual indication of audio cels * Minor code improvements * Export audio in videos with custom delay * Support frame delay * Change the frame where the audio plays at * Fix crashes when the audio layer has no track * Remove unneeded cel properties for audio cels * Pxo loading/saving * Load audio files from the audio layer properties * Change the audio driver to Dummy from the Preferences for performance reasons * Clone audio layers, disable layer merge and FX buttons when an audio layer is selected * Easily change the playback frame of an audio layer from the right click menu of cel buttons * Update Translations.pot * Some code improvements and documentation * Stop audio from playing when looping, and the audio does not play at the first frame * Update audio cel buttons when changing the audio of the layer * Mute audio layer when hiding it mid-play * Only plays the portion of the sound that corresponds to the specific frame so maybe we should do that as well When the animation is not running. If it is running, play the sound properly. * Some code changes to allow for potential negative frames placement for audio This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
2024-12-13 22:30:04 +00:00
#. Refers to the audio file of an audio layer.
msgid "Audio file:"
msgstr ""
msgid "Load file"
msgstr ""
#. An option in the audio layer properties, allows users to play the audio starting from a specific frame.
msgid "Play at frame:"
msgstr ""
msgid "Palette"
msgstr ""
msgid "Palettes"
msgstr ""
msgid "Add a new palette"
msgstr ""
msgid "Edit currently selected palette"
msgstr ""
msgid "Choose a palette"
msgstr ""
msgid "Undo: Draw"
msgstr ""
msgid "Redo: Draw"
msgstr ""
msgid "Undo: Select"
msgstr ""
msgid "Redo: Select"
msgstr ""
msgid "Undo: Scale"
msgstr ""
msgid "Redo: Scale"
msgstr ""
msgid "Undo: Add Layer"
msgstr ""
msgid "Redo: Add Layer"
msgstr ""
msgid "Undo: Remove Layer"
msgstr ""
msgid "Redo: Remove Layer"
msgstr ""
msgid "Undo: Merge Layer"
msgstr ""
msgid "Redo: Merge Layer"
msgstr ""
msgid "Undo: Change Layer Order"
msgstr ""
msgid "Redo: Change Layer Order"
msgstr ""
msgid "Undo: Add Frame"
msgstr ""
msgid "Redo: Add Frame"
msgstr ""
msgid "Undo: Remove Frame"
msgstr ""
msgid "Redo: Remove Frame"
msgstr ""
msgid "Undo: Change Frame Order"
msgstr ""
msgid "Redo: Change Frame Order"
msgstr ""
msgid "Undo: Delete Custom Brush"
msgstr ""
msgid "Redo: Delete Custom Brush"
msgstr ""
msgid "Undo: Modify Frame Tag"
msgstr ""
msgid "Redo: Modify Frame Tag"
msgstr ""
msgid "Undo: Delete Frame Tag"
msgstr ""
msgid "Redo: Delete Frame Tag"
msgstr ""
msgid "Undo: Change frame duration"
msgstr ""
msgid "Redo: Change frame duration"
msgstr ""
msgid "Move Guide"
msgstr ""
msgid "File saved"
msgstr ""
msgid "File autosaved"
msgstr ""
msgid "File failed to open. Error code %s"
msgstr ""
msgid "File failed to save. Error code %s"
msgstr ""
#. Appears when the user attempts to export a project as a video, but the process fails. FFMPEG is the external software used to export videos.
msgid "Video failed to export. Ensure that FFMPEG is installed correctly."
msgstr ""
msgid "File(s) exported"
msgstr ""
msgid "New Empty Palette"
msgstr ""
msgid "Import Palette"
msgstr ""
msgid "Create Palette From Current Sprite"
msgstr ""
msgid "Palette Name:"
msgstr ""
msgid "Color Name:"
msgstr ""
msgid "Use current left & right colors"
msgstr ""
msgid "Create a new empty palette?"
msgstr ""
msgid "Error"
msgstr ""
msgid "Error: Palette must have a valid name."
msgstr ""
msgid "Invalid Palette file!"
msgstr ""
msgid "Edit Palette"
msgstr ""
msgid "Create colors with alpha component"
msgstr ""
msgid "Get colors only from selection"
msgstr ""
msgid "Get colors from"
msgstr ""
msgid "Patrons:"
msgstr ""
msgid "Want your name or your company to be shown on the splash screen?"
msgstr ""
msgid "Become a Platinum Sponsor"
msgstr ""
msgid "Become a Gold Sponsor"
msgstr ""
msgid "Become a Patron"
msgstr ""
msgid "Don't show again"
msgstr ""
2020-01-10 19:24:07 +00:00
msgid "Image Options"
msgstr ""
msgid "Default width:"
2020-01-10 19:24:07 +00:00
msgstr ""
msgid "A default width of a new image"
2020-01-10 19:24:07 +00:00
msgstr ""
msgid "Default height:"
msgstr ""
msgid "A default height of a new image"
msgstr ""
msgid "Default fill color:"
msgstr ""
msgid "A default background color of a new image"
msgstr ""
#. Found in the preferences, under the Reset category.
msgid "Reset all options available in the Preferences"
msgstr ""
#. Found in the preferences, under the Reset category.
msgid "Reset timeline options"
msgstr ""
#. Found in the preferences, under the Reset category.
msgid "Reset all tool options"
msgstr ""
#. Found in the preferences, under the Reset category.
msgid "Remove all extensions"
msgstr ""
#. Found in the preferences, under the Reset category.
msgid "Clear the recently opened file list"
msgstr ""
msgid "Lock aspect ratio"
msgstr ""
msgid "Portrait"
msgstr ""
msgid "Landscape"
msgstr ""
msgid "Templates:"
msgstr ""
2020-04-07 22:56:05 +00:00
msgid "Preset"
msgstr ""
msgid "Preset:"
msgstr ""
2020-04-07 22:56:05 +00:00
msgid "Default"
msgstr ""
msgid "Custom"
msgstr ""
msgid "Rectangular Selection"
msgstr ""
msgid "Elliptical Selection"
msgstr ""
msgid "Polygonal Selection"
msgstr ""
msgid "Select By Color"
msgstr ""
msgid "Magic Wand"
msgstr ""
msgid "Lasso / Free Select Tool"
msgstr ""
msgid "Move"
msgstr ""
msgid "Zoom"
msgstr ""
msgid "Pan"
msgstr ""
2020-04-07 22:56:05 +00:00
msgid "Color Picker"
msgstr ""
msgid "Pencil"
msgstr ""
msgid "Eraser"
msgstr ""
msgid "Bucket"
msgstr ""
msgid "Shading Tool"
2020-04-07 22:56:05 +00:00
msgstr ""
msgid "Line Tool"
msgstr ""
msgid "Curve Tool"
msgstr ""
msgid "Rectangle Tool"
msgstr ""
msgid "Ellipse Tool"
msgstr ""
msgid "Switch Colors"
msgstr ""
2020-04-07 22:56:05 +00:00
msgid "Set the shortcut"
msgstr ""
msgid "Press a key or a key combination to set the shortcut"
msgstr ""
msgid "Already assigned"
msgstr ""
msgid "Left Tool:"
msgstr ""
msgid "A tool assigned to the left mouse button"
msgstr ""
msgid "Right Tool:"
msgstr ""
msgid "A tool assigned to the right mouse button"
msgstr ""
msgid "Cannot find last project file."
msgstr ""
msgid "Cannot find project file."
msgstr ""
msgid "You haven't saved or opened any project in Pixelorama yet!"
msgstr ""
msgid "Open Last Project"
msgstr ""
msgid "Open last project..."
msgstr ""
msgid "Open last project on startup"
msgstr ""
msgid "Opens last opened project on startup"
msgstr ""
msgid "Quit confirmation"
msgstr ""
#. Found in the preferences, under the startup section. Path is a noun and it refers to the location in the device where FFMPEG is located at. FFMPEG is a software name and it should not be translated. See https://en.wikipedia.org/wiki/Path_(computing)
msgid "FFMPEG path"
msgstr ""
msgid "Enable autosave"
msgstr ""
msgid "Autosave interval:"
msgstr ""
msgid "minute(s)"
msgstr ""
#. A setting found in the export dialog. When enabled, a JSON file containing the project's data is also being exported. JSON refers to this https://en.wikipedia.org/wiki/JSON
msgid "Export JSON data"
msgstr ""
#. A setting found in the export dialog. When enabled, each layer is being exported as a different file, or as different frames if the target format is gif/apng/video.
msgid "Split layers"
msgstr ""
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
#. Found in the export dialog.
msgid "Include frame tags in the file name"
msgstr ""
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
#. Found in the export dialog.
msgid "Create new folder for each frame tag"
msgstr ""
#. Found in the export dialog, as a hint tooltip of the "Create new folder for each frame tag" button
Export dialog UX overhaul (#781) * Remove animation tab from the export dialog, unify it with the first tab * Tidy up the UI using GridContainers * Make ExportDialog a ConfirmationDialog and clean some code * Make project a parameter in export methods This will be useful in the future for exporting multiple projects at once via terminal arguments * Add a layers option in the export dialog Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly. * Align everything to the left * Change "directory" into "folder" * Make animation direction affect spritesheets and multiple png exporting Besides just gifs and apngs * Minor code re-organization * Keep spritesheet options when changing tab * Use the Unicode multiplication sign in the dimension label * Specific layer exporting with group blending support * Change file format cursor mode to pointing hand instead of forbidden * Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog * Change Popups node into Control so its children will automatically inherit the theme * Add the TextureRect of the CollapsibleContainer in the UIButtons group * Update ExportDialog.gd * Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab * Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed * Show layer path for each layer in the export dialog's "Layers" option * Update translations * Update strings
2022-11-28 19:22:29 +00:00
msgid "Creates multiple files but every file is stored in different folder that corresponds to its frame tag"
msgstr ""
#. Found in the export dialog. Refers to text characters that acts as separators between text. For example, the "_" in "name_0001".
msgid "Separator character(s):"
msgstr ""
#. Found in the export dialog, as a hint tooltip of the separator character(s) text field.
msgid "The character(s) that separate the file name and the frame number"
msgstr ""
#. Found in the export dialog. It is an option that removes the transparent area around non-transparent pixels of the exported images.
msgid "Trim images"
msgstr ""
#. Found in the export dialog. Tooltip of the "trim images" option.
msgid "Trims the exported images to their visible portion, considering each pixel with a non-zero alpha channel as visible."
msgstr ""
#. Found in the export dialog. It is an option that allows users to only export the portions of the images that are within the selected area.
msgid "Clip image content to selection"
msgstr ""
#. Found in the export dialog. Tooltip of the "clip image content to selection" option.
msgid "Only export content that is within the bounds of a selected area."
msgstr ""
msgid "Close"
msgstr ""
2022-05-18 18:46:48 +00:00
msgid "Discard All"
msgstr ""
2021-10-26 00:34:14 +00:00
msgid "Autosaved project(s) from a crashed session were found.\n"
"Do you want to recover the data?"
msgstr ""
msgid "Backup reloaded"
msgstr ""
msgid "Remove currently selected palette"
msgstr ""
msgid "Are you sure you want to remove this palette? (Cannot be undone)"
msgstr ""
msgid "You can't remove more palettes!"
msgstr ""
msgid "Cannot remove the palette, because it doesn't exist!"
msgstr ""
msgid "and"
msgstr ""
msgid "Move the selected frame to the left."
msgstr ""
msgid "Move the selected frame to the right."
msgstr ""
#. Refers to the duration of the frame. Found in the frame properties.
msgid "Frame duration:"
msgstr ""
#. Refers to custom user defined data for projects, frames, cels, tags and layers, found in their respective properties.
msgid "User data:"
msgstr ""
msgid "Duration"
msgstr ""
msgid "Tiled In Both Axis"
msgstr ""
msgid "Tiled In X Axis"
msgstr ""
msgid "Tiled In Y Axis"
msgstr ""
msgid "Create a new palette"
msgstr ""
msgid "Comment:"
msgstr ""
msgid "Empty"
msgstr ""
msgid "From Current Palette"
msgstr ""
msgid "From Current Sprite"
msgstr ""
msgid "From Current Selection"
msgstr ""
msgid "Add a new color"
msgstr ""
msgid "Remove a selected color"
msgstr ""
2023-12-23 17:00:24 +00:00
#. Tooltip of the Sort button found in the palette panel.
msgid "Sort palette"
msgstr ""
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette get reversed.
msgid "Reverse colors"
msgstr ""
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their hue.
msgid "Sort by hue"
msgstr ""
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their saturation.
msgid "Sort by saturation"
msgstr ""
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their value.
msgid "Sort by value"
msgstr ""
2024-11-15 00:08:30 +00:00
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their OKHSL Lightness.
msgid "Sort by lightness"
msgstr ""
2023-12-23 17:00:24 +00:00
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their red channel value.
msgid "Sort by red"
msgstr ""
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their green channel value.
msgid "Sort by green"
msgstr ""
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their blue channel value.
msgid "Sort by blue"
msgstr ""
#. An option of the Sort palette button found in the palette panel. When selected, the colors of the palette are being sorted based on their alpha channel value.
msgid "Sort by alpha"
msgstr ""
msgid "Palette with the same name and path already exists!"
msgstr ""
msgid "Palette name is required!"
msgstr ""
msgid "Reducing palette size will reset positions of colors.\n"
"Colors that don't fit in new palette size will be lost!"
msgstr ""
2021-07-30 23:06:09 +00:00
msgid "Position:"
msgstr ""
2022-03-10 17:17:28 +00:00
msgid "Tools"
msgstr ""
msgid "Main Canvas"
msgstr ""
msgid "Second Canvas"
msgstr ""
msgid "Animation Timeline"
msgstr ""
msgid "Canvas Preview"
msgstr ""
msgid "Color Pickers"
msgstr ""
msgid "Global Tool Options"
msgstr ""
msgid "Left Tool Options"
msgstr ""
msgid "Right Tool Options"
msgstr ""
2022-11-19 13:21:17 +00:00
msgid "Reference Images"
2022-11-19 13:21:17 +00:00
msgstr ""
msgid "Perspective Editor"
msgstr ""
2023-04-15 13:53:52 +00:00
#. A UI panel. It is used to record the software in order to show the progress of art, usually in form of time lapses.
msgid "Recorder"
msgstr ""
2024-12-05 01:57:44 +00:00
#. Tiles are images of a specific shape, usually rectangular, that are laid out in a grid. They are used in tile-based video games. https://en.wikipedia.org/wiki/Tile-based_video_game
msgid "Tiles"
msgstr ""
msgid "Crop"
msgstr ""
msgid "Resize the canvas"
msgstr ""
msgid "Margins"
msgstr ""
msgid "Position + Size"
msgstr ""
msgid "Locked Aspect Ratio"
msgstr ""
msgid "Margins:"
msgstr ""
msgid "Aspect Ratio:"
msgstr ""
msgid "Top:"
msgstr ""
msgid "Bottom:"
msgstr ""
msgid "Left:"
msgstr ""
msgid "Right:"
msgstr ""
msgid "Locked size\n\n"
"When enabled using the tool on the canvas will only move the cropping rectangle.\n\n"
"When disabled using the tool on the canvas will draw the rectangle."
2023-03-16 23:20:17 +00:00
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
#. A tool used in 3D layers, that edits 3D objects.
msgid "3D Shape Edit"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Box"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Sphere"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Capsule"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Cylinder"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Prism"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Torus"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Plane"
msgstr ""
msgid "Text"
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
#. Used in 3D layers. A type of light.
msgid "Directional light"
msgstr ""
#. Used in 3D layers. A type of light.
msgid "Spotlight"
msgstr ""
#. Used in 3D layers. A type of light.
msgid "Point light"
msgstr ""
#. Used in 3D layers. A type of 3D object.
msgid "Custom model"
msgstr ""
msgid "Selected object:"
msgstr ""
msgid "Add new object"
msgstr ""
msgid "Remove object"
msgstr ""
msgid "Camera"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool. Refers to camera projection mode.
msgid "Projection:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool. One of the modes of camera projection.
msgid "Perspective"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool. One of the modes of camera projection.
msgid "Orthogonal"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool. One of the modes of camera projection.
msgid "Frustum"
msgstr ""
msgid "Rotation:"
msgstr ""
msgid "Scale:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool.
msgid "Environment"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Environment category.
msgid "Ambient color:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Environment category.
msgid "Ambient color energy:"
msgstr ""
#. An option that toggles the visibility of something on or off. Found in the format of "Visible: on/off"
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
msgid "Visible:"
msgstr ""
#. Refers to the transformation options of an object, such as its position, rotation and scale. For technical details, see https://docs.godotengine.org/en/stable/tutorials/math/matrices_and_transforms.html
msgid "Transform"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool. A category with mesh-related options.
msgid "Mesh"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a Prism is selected. Refers to the displacement of the upper edge along the X axis.
msgid "Left to right:"
msgstr ""
#. Radius of a circle/spherical object.
msgid "Radius:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a spherical object is selected.
msgid "Radial segments:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a spherical object is selected. Refers to the number of segments along the height of the sphere.
msgid "Rings:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a Sphere is selected. If true, a hemisphere is created rather than a full sphere.
msgid "Is hemisphere:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a Cylinder is selected.
msgid "Top radius:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a Cylinder is selected.
msgid "Bottom radius:"
msgstr ""
msgid "Text:"
msgstr ""
2024-10-11 22:14:37 +00:00
#. Refers to the depth of something, such as the depth of a 3D object.
msgid "Depth:"
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a Text object is selected. Refers to the size of one pixel's width on the text to scale it in 3D.
msgid "Pixel size:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Mesh category if a Text object is selected. Step (in pixels) used to approximate Bézier curves.
msgid "Curve step:"
msgstr ""
msgid "Horizontal alignment:"
msgstr ""
2024-10-11 22:14:37 +00:00
msgid "Vertical alignment:"
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
msgid "Left"
msgstr ""
msgid "Right"
msgstr ""
2024-10-12 11:31:15 +00:00
#. Refers to the vertical space between lines in a text.
msgid "Line spacing:"
msgstr ""
Implement 3D layers (#840) * Implement 3D layers * Remove unneeded files * Fix bug where a single hidden layer would ignore all of the layers on top when exporting * Fix pxo loading * Remove junk nodes from 3DShapeEdit Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool. * Make light gizmos half the size, and hide gizmos when rotating * Fix crash when using the 3D shape edit tool on a group layer * Remove unneeded code in Canvas.gd * Add torus in the Cel3DObject.Type enumerator Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change. * Toggle 3D object visibility * Change texts and some variable names * Fill translation strings * Fix crash on group blending, and make the code in Export.blend_layers() more general * Fix errors when attempting to draw on a 3D cel Can occur when multiple cels are selected, some of them 3D and some of them pixel * Make scene properties and objects be per-cel instead of per-layer Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel * Use if not layer is get_script() in GroupLayer.blend_children() * Flip the condition in GroupLayer.blend_children() * Fix bug where locked/invisible layers could get drawn Regression from c2f6bf0f3f2ec1fad8e0fff38cad2a2d6052b4b4 * Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit * Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D * Store Cel3D image data to pxo, for easy usage by external software This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier. * Make the linter happy * Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 18:58:56 +00:00
#. Found in the tool options of the 3D Shape Edit tool, under the Light category if a light is selected. Refers to the energy of the light. The more energy, the brighter it shines.
msgid "Energy:"
msgstr ""
#. Found in the tool options of the 3D Shape Edit tool, under the Light category if a light is selected. If true, the light's effect is reversed, darkening areas and casting bright shadows.
msgid "Negative:"
msgstr ""
msgid "Shadow:"
msgstr ""
#. Refers to the range of something, like the range of a spotlight.
msgid "Range:"
msgstr ""
#. Found under certain image effects that support properties that can be animated.
msgid "Animatable Properties"
msgstr ""
#. Found under certain image effects that support properties that can be animated. Refers to the frame that is currently being previewed.
msgid "Preview frame:"
msgstr ""
#. Found under certain image effects that support properties that can be animated. It is a checkbox that toggles whether a property should be animated or not.
msgid "Animate"
msgstr ""
#. Found under certain image effects that support properties that can be animated. Refers to the initial value of the property.
msgid "Initial value:"
msgstr ""
#. Found under certain image effects that support properties that can be animated. Refers to the final value of the property.
msgid "Final value:"
msgstr ""
#. Found under certain image effects that support properties that can be animated. Refers to the easing function that should be used to animate the property. https://easings.net/
msgid "Ease type:"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of easing function.
msgid "Starts slowly and speeds up towards the end"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of easing function.
msgid "Starts quickly and slows down towards the end"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of easing function.
msgid "Slowest at both ends, fast at middle"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of easing function.
msgid "Fast at both ends, slow at middle"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Quadratic (power of 2)"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Cubic (power of 3)"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Quartic (power of 4)"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Quintic (power of 5)"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Exponential (power of x)"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Square root"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Sine"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Wiggling around the edges"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Bouncing at the end"
msgstr ""
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
2023-07-04 10:51:23 +00:00
msgid "Backing out at ends"
msgstr ""
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
#. Found under certain image effects that support properties that can be animated. A type of interpolation.
msgid "Spring towards the end"
msgstr ""
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
#. Used to turn images into a singular color
msgid "Monochrome"
msgstr ""
#. Found in the Reference Images panel when no reference image has been imported.
msgid "When opening an image, it may be imported as a reference."
msgstr ""
#. Found in the Reference Images panel after a reference image has been imported.
msgid "Select an image below to change its properties.\n"
"Note that you cannot draw while a reference image is selected."
msgstr ""
#. Removes the selected reference image.
msgid "Remove"
msgstr ""
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
#. A tooltip to tell users to hold the Shift key while clicking the remove button
msgid "Hold Shift while pressing to instantly remove."
msgstr ""
#. Shown in the confirmation dialog for removing a reference image.
msgid "Are you sure you want to remove this reference image? It will not be deleted from your file system."
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
msgstr ""
#. Moves the reference image up in the list
msgid "Move the selected reference image to the right"
msgstr ""
#. Moves the reference image down in the list
msgid "Move the selected reference image to the left"
msgstr ""
#. Select a reference on the canvas
msgid "Selects a reference image on the canvas"
msgstr ""
#. Moves the reference on the canvas
msgid "Move the selected reference image"
msgstr ""
#. Rotates the reference on the canvas
msgid "Rotate the selected reference image"
msgstr ""
#. Rotates the reference on the canvas
msgid "Scale the selected reference image"
msgstr ""
Implement layer effects (#940) * Basic logic for layer effects * Add an FX button and the ability to add effects, no way to remove or change properties of effects yet * Basic and ugly UI for adding and removing effects, no property changing yet * Swap effects * Fix preload shader paths * Change parameters for layer effects * Change gradient parameter in layer effect shaders, and other fixes * Use CollapsibleContainers for the shader properties * Set the correct gradient interpolation mode and color space in the UI * Make effects of group layers apply to children * Change `apply_fx` to `apply_effects`, formatting, some extra doc comments * Apply effects to other canvases, when merging layers and when exporting * Display humanized names of the shader unifrms * Some UI improvements to the LayerEffectsSettings * Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons * Change BaseLayer.apply_effects() to take a cel as a parameter instead * Make layer effect buttons be affected by the modulate icon color * Add option in the View menu whether layer effects are displayed in the canvas or not * Rename `apply_effects()` to `display_effects()` * Add translation strings * Add nearest filter to the gradient map * Don't change Main.tscn * Fix more translations * Change the default cursor shape of the generated UI elements of the layer effects * Add undo/redo and effect application (apply effect destructively) There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless. * Make layer effect application work on all cels
2023-11-21 23:06:25 +00:00
#. Button to select no reference images in the Reference Images panel.
msgid "none"
msgstr ""
#. Resets the Transform of the selected reference image on the canvas.
msgid "Reset Transform"
msgstr ""
#. Position of the selected reference image on the canvas.
msgid "Position"
msgstr ""
#. Scale of the selected reference image on the canvas.
msgid "Scale"
msgstr ""
#. Rotation of the selected reference image on the canvas.
msgid "Rotation"
msgstr ""
#. Toggle filter of the selected reference image on the canvas.
msgid "Filter"
msgstr ""
#. Opacity of the selected reference image on the canvas.
msgid "Opacity"
msgstr ""
#. Color clamping of the selected reference image on the canvas.
msgid "Color Clamping"
msgstr ""
Implement layer effects (#940) * Basic logic for layer effects * Add an FX button and the ability to add effects, no way to remove or change properties of effects yet * Basic and ugly UI for adding and removing effects, no property changing yet * Swap effects * Fix preload shader paths * Change parameters for layer effects * Change gradient parameter in layer effect shaders, and other fixes * Use CollapsibleContainers for the shader properties * Set the correct gradient interpolation mode and color space in the UI * Make effects of group layers apply to children * Change `apply_fx` to `apply_effects`, formatting, some extra doc comments * Apply effects to other canvases, when merging layers and when exporting * Display humanized names of the shader unifrms * Some UI improvements to the LayerEffectsSettings * Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons * Change BaseLayer.apply_effects() to take a cel as a parameter instead * Make layer effect buttons be affected by the modulate icon color * Add option in the View menu whether layer effects are displayed in the canvas or not * Rename `apply_effects()` to `display_effects()` * Add translation strings * Add nearest filter to the gradient map * Don't change Main.tscn * Fix more translations * Change the default cursor shape of the generated UI elements of the layer effects * Add undo/redo and effect application (apply effect destructively) There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless. * Make layer effect application work on all cels
2023-11-21 23:06:25 +00:00
#. Used in checkbuttons (like on/off switches) that enable/disable something.
msgid "Enabled"
msgstr ""
#. Refers to non-destructive effects (such as outline, drop shadow etc) that are applied to layers. Found in the title of the layer effects dialog.
msgid "Layer effects"
msgstr ""
#. A button that, when pressed, shows a list of effects to add. Found in the the layer effects dialog.
msgid "Add effect"
msgstr ""
#. Text from a confirmation dialog that appears when the user is attempting to drag and drop an image directly from the browser into Pixelorama.
msgid "Do you want to download the image from %s?"
msgstr ""
2024-12-05 01:57:44 +00:00
#. A tileset is a collection of tiles.
#: src/Classes/TileSetCustom.gd
#: src/UI/Dialogs/ImportPreviewDialog.gd
msgid "Tileset"
msgstr ""
#. A tileset is a collection of tiles.
#: src/UI/Timeline/NewTileMapLayerDialog.tscn
msgid "Tileset:"
msgstr ""
#. A tileset is a collection of tiles.
#: src/UI/Dialogs/ProjectProperties.tscn
msgid "Tilesets"
msgstr ""
#: src/UI/Timeline/NewTileMapLayerDialog.tscn
msgid "New tileset"
msgstr ""
#: src/UI/Timeline/NewTileMapLayerDialog.tscn
msgid "Tileset name:"
msgstr ""
#: src/UI/Timeline/NewTileMapLayerDialog.tscn
msgid "Tile size:"
msgstr ""
#: src/UI/TilesPanel.tscn
msgid "Draw tiles"
msgstr ""
#: src/UI/TilesPanel.tscn
msgid "Rotate tile left (counterclockwise)"
msgstr ""
#: src/UI/TilesPanel.tscn
msgid "Rotate tile right (clockwise)"
msgstr ""
#: src/UI/TilesPanel.tscn
msgid "Flip tile horizontally"
msgstr ""
#: src/UI/TilesPanel.tscn
msgid "Flip tile vertically"
msgstr ""