# German translation of the Godot Engine editor # Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # Alexander Mahr <alex.mahr@gmail.com>, 2016, 2019. # Andreas Esau <andreasesau@gmail.com>, 2016. # Andreas Haas <liu.gam3@gmail.com>, 2016. # Andreas Hirschauer <andreas@hirschauer-it.de>, 2016. # Ben <benedikt.tuchen@gmail.com>, 2017. # Christian Fisch <christian.fiesel@gmail.com>, 2016-2017. # CitrusEdition <mariankloesler@web.de>, 2017. # danjo <atze@libra.uberspace.de>, 2016. # Eurocloud KnowHow <tobias.kloy@werde-volunteer.info>, 2017. # HugeGameArt <hugegameartgd@gmail.com>, 2018. # hyperglow <greensoma@web.de>, 2016. # Jan Groß <jan@grossit.de>, 2016, 2019. # Kim <github@aggsol.de>, 2017. # Metin Celik <metincelik88@gmail.com>, 2018. # Neicul <neicul@gmx.de>, 2018. # nimradium <nimra242001@gmail.com>, 2018. # Oliver Ruehl <oliver@ruehldesign.co>, 2016-2017, 2019. # Paul-Vincent Roll <paviro@me.com>, 2016. # Peter Friedland <peter_friedland@gmx.de>, 2016. # No need for a name <endoplasmatik@gmx.net>, 2016. # Sönke <me@eknoes.de>, 2018. # So Wieso <sowieso@dukun.de>, 2016-2018, 2019, 2020, 2021. # Tim Schellenberg <smwleod@gmail.com>, 2017. # Timo Schwarzer <account@timoschwarzer.com>, 2016-2018. # viernullvier <hannes.breul+github@gmail.com>, 2016. # Arndt Heuvel <codeforpb@schatzkarten.net>, 2018. # Gordon <gkone@gmx.net>, 2018. # chillhelm <wilhelm@neubert.online>, 2018. # Mathias Schmalisch <mathias.schmalisch@gmail.com>, 2018. # Robin Bauknecht <robin.bauknecht@gmail.com>, 2018. # Julian Retzlaff <julian.retzlaff@googlemail.com>, 2018. # asyncial <mahlburg@posteo.de>, 2018. # ssantos <ssantos@web.de>, 2018. # Rémi Verschelde <akien@godotengine.org>, 2019. # Martin <martinreininger@gmx.net>, 2019, 2021. # Andreas During <anduring@web.de>, 2019. # Arthur S. Muszynski <artism90@gmail.com>, 2019. # Andreas Binczyk <andreas.binczyk@gmail.com>, 2019. # Marcus Naschke <marcus.naschke@gmail.com>, 2019. # datenbauer <d-vaupel@web.de>, 2019. # Alexander Hausmann <alexander-hausmann+weblate@posteo.de>, 2019. # Nicolas Mohr <81moni1bif@hft-stuttgart.de>, 2019. # Linux User <no-ads@mail.de>, 2019. # David May <wasser@gmail.com>, 2019. # Draco Drache <jan.holger.te@gmail.com>, 2019. # Jonas <dotchucknorris@gmx.de>, 2019. # PagDev <pag.develop@gmail.com>, 2020. # artism90 <artism90@googlemail.com>, 2020. # Jaigskim <filzstift112@gmail.com>, 2020. # Jacqueline Ulken <Jacqueline.Ulken@protonmail.com>, 2020. # Günther Bohn <ciscouser@gmx.de>, 2020. # Tom Wor <mail@tomwor.com>, 2020. # Bjarne Hiller <bjarne.hiller@gmail.com>, 2020. # Dirk Federmann <weblategodot@dirkfedermann.de>, 2020. # Helmut Hirtes <helmut.h@gmx.de>, 2020. # Michal695 <michalek.jedrzejak@gmail.com>, 2020. # Leon Marz <leon.marz@kabelmail.de>, 2020. # Patric Wust <patric.wust@gmx.de>, 2020. # Jonathan Hassel <jonathan.hassel@icloud.com>, 2020. # Artur Schönfeld <schoenfeld.artur@ymail.com>, 2020. # kidinashell <kidinashell@protonmail.com>, 2021. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2021-02-07 05:50+0000\n" "Last-Translator: So Wieso <sowieso@dukun.de>\n" "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/" "godot/de/>\n" "Language: de\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 4.5-dev\n" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "Ungültiger Argument-Typ in convert(), TYPE_*-Konstanten benötigt." #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp msgid "Expected a string of length 1 (a character)." msgstr "Zeichenkette der Länge 1 erwartet (exakt ein Zeichen)." #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/mono/glue/gd_glue.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Nicht genügend Bytes zur Dekodierung oder ungültiges Format." #: core/math/expression.cpp msgid "Invalid input %i (not passed) in expression" msgstr "Ungültige Eingabe %i (nicht übergeben) im Ausdruck" #: core/math/expression.cpp msgid "self can't be used because instance is null (not passed)" msgstr "" "'self' kann nicht benutzt werden, da die Instanz null ist (nicht übergeben)" #: core/math/expression.cpp msgid "Invalid operands to operator %s, %s and %s." msgstr "Ungültige Operanden für Operator %s, %s und %s." #: core/math/expression.cpp msgid "Invalid index of type %s for base type %s" msgstr "Ungültiger Index des Typs %s für Grundtyp %s" #: core/math/expression.cpp msgid "Invalid named index '%s' for base type %s" msgstr "Ungültiger benannter Index ‚%s‘ für Grundtyp %s" #: core/math/expression.cpp msgid "Invalid arguments to construct '%s'" msgstr "Ungültige Parameter für die Konstruktion von ‚%s‘" #: core/math/expression.cpp msgid "On call to '%s':" msgstr "Im Aufruf von ‚%s‘:" #: core/ustring.cpp msgid "B" msgstr "B" #: core/ustring.cpp msgid "KiB" msgstr "KiB" #: core/ustring.cpp msgid "MiB" msgstr "MiB" #: core/ustring.cpp msgid "GiB" msgstr "GiB" #: core/ustring.cpp msgid "TiB" msgstr "TiB" #: core/ustring.cpp msgid "PiB" msgstr "PiB" #: core/ustring.cpp msgid "EiB" msgstr "EiB" #: editor/animation_bezier_editor.cpp msgid "Free" msgstr "Kostenlos" #: editor/animation_bezier_editor.cpp msgid "Balanced" msgstr "Ausgeglichen" #: editor/animation_bezier_editor.cpp msgid "Mirror" msgstr "Gespiegelt" #: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp msgid "Time:" msgstr "Zeit:" #: editor/animation_bezier_editor.cpp msgid "Value:" msgstr "Wert:" #: editor/animation_bezier_editor.cpp msgid "Insert Key Here" msgstr "Hier Schlüsselbild einfügen" #: editor/animation_bezier_editor.cpp msgid "Duplicate Selected Key(s)" msgstr "Ausgewählte Schlüssel duplizieren" #: editor/animation_bezier_editor.cpp msgid "Delete Selected Key(s)" msgstr "Ausgewählte Schlüssel löschen" #: editor/animation_bezier_editor.cpp msgid "Add Bezier Point" msgstr "Bezierpunkt hinzufügen" #: editor/animation_bezier_editor.cpp msgid "Move Bezier Points" msgstr "Bezierpunkt verschieben" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Duplicate Keys" msgstr "Schlüsselbild duplizieren" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Delete Keys" msgstr "Schlüsselbilder löschen" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Time" msgstr "Schlüsselbildzeit ändern" #: editor/animation_track_editor.cpp msgid "Anim Change Transition" msgstr "Übergang bearbeiten" #: editor/animation_track_editor.cpp msgid "Anim Change Transform" msgstr "Transformation bearbeiten" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Value" msgstr "Schlüsselbildwert ändern" #: editor/animation_track_editor.cpp msgid "Anim Change Call" msgstr "Aufruf ändern" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Time" msgstr "Anim-Multi-Change Schlüsselbildzeit" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transition" msgstr "Anim-Multi-Change Übergang" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transform" msgstr "Anim-Multi-Change Transform" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Value" msgstr "Anim-Multi-Change Schlüsselbildwert" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Call" msgstr "Anim-Multi-Change Methodenaufruf" #: editor/animation_track_editor.cpp msgid "Change Animation Length" msgstr "Animationslänge ändern" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation Loop" msgstr "Bearbeite Animationsschleife" #: editor/animation_track_editor.cpp msgid "Property Track" msgstr "Eigenschaftenspur" #: editor/animation_track_editor.cpp msgid "3D Transform Track" msgstr "3D-Transformspur" #: editor/animation_track_editor.cpp msgid "Call Method Track" msgstr "Methodenaufrufsspur" #: editor/animation_track_editor.cpp msgid "Bezier Curve Track" msgstr "Bezierkurvenspur" #: editor/animation_track_editor.cpp msgid "Audio Playback Track" msgstr "Audiospur" #: editor/animation_track_editor.cpp msgid "Animation Playback Track" msgstr "Animationsspielerspur" #: editor/animation_track_editor.cpp msgid "Animation length (frames)" msgstr "Animationsdauer (in Frames)" #: editor/animation_track_editor.cpp msgid "Animation length (seconds)" msgstr "Animationsdauer (in Sekunden)" #: editor/animation_track_editor.cpp msgid "Add Track" msgstr "Spur hinzufügen" #: editor/animation_track_editor.cpp msgid "Animation Looping" msgstr "Animationswiederholung" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Functions:" msgstr "Funktionen:" #: editor/animation_track_editor.cpp msgid "Audio Clips:" msgstr "Audioschnipsel:" #: editor/animation_track_editor.cpp msgid "Anim Clips:" msgstr "Animationsschnipsel:" #: editor/animation_track_editor.cpp msgid "Change Track Path" msgstr "Spurpfad ändern" #: editor/animation_track_editor.cpp msgid "Toggle this track on/off." msgstr "Diese Spur an-/abschalten." #: editor/animation_track_editor.cpp msgid "Update Mode (How this property is set)" msgstr "Aktualisierungs-Modus (wie Eigenschaften gesetzt werden)" #: editor/animation_track_editor.cpp msgid "Interpolation Mode" msgstr "Interpolationsmodus" #: editor/animation_track_editor.cpp msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" msgstr "Schleifen-Wiederhol-Modus (Interpoliert Ende und Start der Schleife)" #: editor/animation_track_editor.cpp msgid "Remove this track." msgstr "Diese Spur entfernen." #: editor/animation_track_editor.cpp msgid "Time (s): " msgstr "Zeit (s): " #: editor/animation_track_editor.cpp msgid "Toggle Track Enabled" msgstr "Spur ein-/ausschalten" #: editor/animation_track_editor.cpp msgid "Continuous" msgstr "Fortlaufend" #: editor/animation_track_editor.cpp msgid "Discrete" msgstr "Einzeln" #: editor/animation_track_editor.cpp msgid "Trigger" msgstr "Auslöser" #: editor/animation_track_editor.cpp msgid "Capture" msgstr "Aufnahme" #: editor/animation_track_editor.cpp msgid "Nearest" msgstr "Nächste" #: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp #: editor/property_editor.cpp msgid "Linear" msgstr "Linear" #: editor/animation_track_editor.cpp msgid "Cubic" msgstr "Kubisch" #: editor/animation_track_editor.cpp msgid "Clamp Loop Interp" msgstr "Klammer-Wdrhol-Interpol" #: editor/animation_track_editor.cpp msgid "Wrap Loop Interp" msgstr "Wickel-Wdrhol-Interpol" #: editor/animation_track_editor.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key" msgstr "Schlüsselbild einfügen" #: editor/animation_track_editor.cpp msgid "Duplicate Key(s)" msgstr "Schlüsselbilder duplizieren" #: editor/animation_track_editor.cpp msgid "Delete Key(s)" msgstr "Schlüsselbilder entfernen" #: editor/animation_track_editor.cpp msgid "Change Animation Update Mode" msgstr "Animationsaktualisierungsmoduls ändern" #: editor/animation_track_editor.cpp msgid "Change Animation Interpolation Mode" msgstr "Animationsinterpolationsmodus ändern" #: editor/animation_track_editor.cpp msgid "Change Animation Loop Mode" msgstr "Animationswiederholungsmodus ändern" #: editor/animation_track_editor.cpp msgid "Remove Anim Track" msgstr "Spur entfernen" #: editor/animation_track_editor.cpp msgid "Create NEW track for %s and insert key?" msgstr "NEUE Spur für %s erstellen und Schlüsselbild hinzufügen?" #: editor/animation_track_editor.cpp msgid "Create %d NEW tracks and insert keys?" msgstr "%d NEUE Spuren erstellen und Schlüsselbilder hinzufügen?" #: editor/animation_track_editor.cpp editor/create_dialog.cpp #: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/mesh_instance_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Create" msgstr "Erstellen" #: editor/animation_track_editor.cpp msgid "Anim Insert" msgstr "Einfügen" #: editor/animation_track_editor.cpp msgid "AnimationPlayer can't animate itself, only other players." msgstr "AnimationPlayer kann sich nicht selbst animieren, nur andere Objekte." #: editor/animation_track_editor.cpp msgid "Anim Create & Insert" msgstr "Animation Erstellen & Einfügen" #: editor/animation_track_editor.cpp msgid "Anim Insert Track & Key" msgstr "Spur & Schlüsselbild einfügen" #: editor/animation_track_editor.cpp msgid "Anim Insert Key" msgstr "Schlüsselbild einfügen" #: editor/animation_track_editor.cpp msgid "Change Animation Step" msgstr "Animationsschrittweite ändern" #: editor/animation_track_editor.cpp msgid "Rearrange Tracks" msgstr "Spuren neu anordnen" #: editor/animation_track_editor.cpp msgid "Transform tracks only apply to Spatial-based nodes." msgstr "Transformationsspuren gelten nur für Nodes, die auf Spatial basieren." #: editor/animation_track_editor.cpp msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" "Audiospuren können nur auf die folgenden Objekte zeigen:\n" "- AudioStreamPlayer\n" "- AudioStreamPlayer2D\n" "- AudioStreamPlayer3D" #: editor/animation_track_editor.cpp msgid "Animation tracks can only point to AnimationPlayer nodes." msgstr "Animationsspuren können nur auf AnimationPlayer-Nodes zeigen." #: editor/animation_track_editor.cpp msgid "An animation player can't animate itself, only other players." msgstr "" "Ein AnimationPlayer kann sich nicht selbst animieren, nur andere Objekte." #: editor/animation_track_editor.cpp msgid "Not possible to add a new track without a root" msgstr "Ohne eine Wurzel kann keine neue Spur hinzugefügt werden" #: editor/animation_track_editor.cpp msgid "Invalid track for Bezier (no suitable sub-properties)" msgstr "Spur ungültig als Bezier (keine passenden Unter-Eigenschaften)" #: editor/animation_track_editor.cpp msgid "Add Bezier Track" msgstr "Bezierspur hinzufügen" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a key." msgstr "Spurpfad ist ungültig, Schlüssel kann nicht hinzugefügt werden." #: editor/animation_track_editor.cpp msgid "Track is not of type Spatial, can't insert key" msgstr "" "Spur ist nicht vom Typ Spatial, Schlüssel kann nicht hinzugefügt werden" #: editor/animation_track_editor.cpp msgid "Add Transform Track Key" msgstr "Transformationsspurschlüssel hinzufügen" #: editor/animation_track_editor.cpp msgid "Add Track Key" msgstr "Spurschlüssel hinzufügen" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a method key." msgstr "" "Spurpfad ist ungültig, Methoden-Schlüssel kann nicht hinzugefügt werden." #: editor/animation_track_editor.cpp msgid "Add Method Track Key" msgstr "Methodenaufrufsspurschlüssel hinzufügen" #: editor/animation_track_editor.cpp msgid "Method not found in object: " msgstr "Methode nicht im Objekt gefunden: " #: editor/animation_track_editor.cpp msgid "Anim Move Keys" msgstr "Schlüsselbilder bewegen" #: editor/animation_track_editor.cpp msgid "Clipboard is empty" msgstr "Zwischenablage ist leer" #: editor/animation_track_editor.cpp msgid "Paste Tracks" msgstr "Spuren einfügen" #: editor/animation_track_editor.cpp msgid "Anim Scale Keys" msgstr "Schlüsselbilder skalieren" #: editor/animation_track_editor.cpp msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "" "Die Option ist nicht in Verbindung mit Bezier-Bearbeitung verwendbar, da es " "sich nur um eine einzige Spur handelt." #: editor/animation_track_editor.cpp msgid "" "This animation belongs to an imported scene, so changes to imported tracks " "will not be saved.\n" "\n" "To enable the ability to add custom tracks, navigate to the scene's import " "settings and set\n" "\"Animation > Storage\" to \"Files\", enable \"Animation > Keep Custom Tracks" "\", then re-import.\n" "Alternatively, use an import preset that imports animations to separate " "files." msgstr "" "Diese Animation gehört zu einer importierten Szene, Änderungen an " "importierten Spuren werden nicht gespeichert.\n" "\n" "Um neue Spuren hinzufügen zu können muss unter den Importeinstellungen der " "Szene\n" "„Animation > Storage“ zu „Files“ gesetzt und „Animation > Keep Custom " "Tracks“ aktiviert werden, danach ist die Szene erneut zu importieren.\n" "Alternativ kann eine Importeinstellung benutzt werden, welche Animationen in " "separate Dateien importiert." #: editor/animation_track_editor.cpp msgid "Warning: Editing imported animation" msgstr "Achtung: Es wird eine importierte Animation bearbeitet" #: editor/animation_track_editor.cpp msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "Ein AnimationPlayer-Node auswählen, um Animationen zu erzeugen oder zu " "bearbeiten." #: editor/animation_track_editor.cpp msgid "Only show tracks from nodes selected in tree." msgstr "Nur Spuren der aktuell ausgewählten Nodes anzeigen." #: editor/animation_track_editor.cpp msgid "Group tracks by node or display them as plain list." msgstr "Spuren nach Node gruppieren oder nacheinander anzeigen." #: editor/animation_track_editor.cpp msgid "Snap:" msgstr "Einrasten:" #: editor/animation_track_editor.cpp msgid "Animation step value." msgstr "Animationsschrittwert." #: editor/animation_track_editor.cpp msgid "Seconds" msgstr "Sekunden" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "FPS" msgstr "FPS" #: editor/animation_track_editor.cpp editor/editor_properties.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/tile_set_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Edit" msgstr "Bearbeiten" #: editor/animation_track_editor.cpp msgid "Animation properties." msgstr "Animationseigenschaften." #: editor/animation_track_editor.cpp msgid "Copy Tracks" msgstr "Spuren kopieren" #: editor/animation_track_editor.cpp msgid "Scale Selection" msgstr "Auswahl skalieren" #: editor/animation_track_editor.cpp msgid "Scale From Cursor" msgstr "Vom Cursor skalieren" #: editor/animation_track_editor.cpp modules/gridmap/grid_map_editor_plugin.cpp msgid "Duplicate Selection" msgstr "Auswahl duplizieren" #: editor/animation_track_editor.cpp msgid "Duplicate Transposed" msgstr "Umgesetztes duplizieren" #: editor/animation_track_editor.cpp msgid "Delete Selection" msgstr "Auswahl löschen" #: editor/animation_track_editor.cpp msgid "Go to Next Step" msgstr "Zum nächsten Schritt" #: editor/animation_track_editor.cpp msgid "Go to Previous Step" msgstr "Zum vorherigen Schritt" #: editor/animation_track_editor.cpp msgid "Optimize Animation" msgstr "Animation optimieren" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation" msgstr "Animation bereinigen" #: editor/animation_track_editor.cpp msgid "Pick the node that will be animated:" msgstr "Zu animierendes Node auswählen:" #: editor/animation_track_editor.cpp msgid "Use Bezier Curves" msgstr "Bezier-Kurven nutzen" #: editor/animation_track_editor.cpp msgid "Anim. Optimizer" msgstr "Animationsoptimierer" #: editor/animation_track_editor.cpp msgid "Max. Linear Error:" msgstr "Max. Linearer Fehler:" #: editor/animation_track_editor.cpp msgid "Max. Angular Error:" msgstr "Max. Winkel-Fehler:" #: editor/animation_track_editor.cpp msgid "Max Optimizable Angle:" msgstr "Maximaler optimierbarer Winkel:" #: editor/animation_track_editor.cpp msgid "Optimize" msgstr "Optimieren" #: editor/animation_track_editor.cpp msgid "Remove invalid keys" msgstr "Ungültige Schlüsselbilder entfernen" #: editor/animation_track_editor.cpp msgid "Remove unresolved and empty tracks" msgstr "Ungelöste und leere Spuren entfernen" #: editor/animation_track_editor.cpp msgid "Clean-up all animations" msgstr "Alle Animationen bereinigen" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation(s) (NO UNDO!)" msgstr "Animationen bereinigen (Kann nicht rückgängig gemacht werden!)" #: editor/animation_track_editor.cpp msgid "Clean-Up" msgstr "Bereinigen" #: editor/animation_track_editor.cpp msgid "Scale Ratio:" msgstr "Skalierungsverhältnis:" #: editor/animation_track_editor.cpp msgid "Select Tracks to Copy" msgstr "Zu kopierende Spuren auswählen" #: editor/animation_track_editor.cpp editor/editor_log.cpp #: editor/editor_properties.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopieren" #: editor/animation_track_editor.cpp msgid "Select All/None" msgstr "Alles/Nichts auswählen" #: editor/animation_track_editor_plugins.cpp msgid "Add Audio Track Clip" msgstr "Tonspurclip hinzufügen" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip Start Offset" msgstr "Tonspurclip-Startversatz ändern" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip End Offset" msgstr "Tonspurclip-Endversatz ändern" #: editor/array_property_edit.cpp msgid "Resize Array" msgstr "Größe des Arrays ändern" #: editor/array_property_edit.cpp msgid "Change Array Value Type" msgstr "Wertetyp des Arrays ändern" #: editor/array_property_edit.cpp msgid "Change Array Value" msgstr "Array-Wert ändern" #: editor/code_editor.cpp msgid "Go to Line" msgstr "Gehe zu Zeile" #: editor/code_editor.cpp msgid "Line Number:" msgstr "Zeilennummer:" #: editor/code_editor.cpp msgid "%d replaced." msgstr "%d ersetzt." #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d match." msgstr "%d Übereinstimmung gefunden." #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d matches." msgstr "%d Übereinstimmungen gefunden." #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Match Case" msgstr "Groß-/Kleinschreibung berücksichtigen" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Whole Words" msgstr "Ganze Wörter" #: editor/code_editor.cpp msgid "Replace" msgstr "Ersetzen" #: editor/code_editor.cpp msgid "Replace All" msgstr "Alle ersetzen" #: editor/code_editor.cpp msgid "Selection Only" msgstr "Nur Auswahl" #: editor/code_editor.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/text_editor.cpp msgid "Standard" msgstr "Standard" #: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp msgid "Toggle Scripts Panel" msgstr "Skript-Panel umschalten" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom In" msgstr "Vergrößern" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Out" msgstr "Verkleinern" #: editor/code_editor.cpp msgid "Reset Zoom" msgstr "Vergrößerung zurücksetzen" #: editor/code_editor.cpp msgid "Warnings" msgstr "Warnungen" #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Zeilen- und Spaltennummern." #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Methode des Ziel-Nodes muss angegeben werden." #: editor/connections_dialog.cpp msgid "Method name must be a valid identifier." msgstr "Methodenname muss ein gültiger Bezeichner sein." #: editor/connections_dialog.cpp msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" "Zielmethode nicht gefunden. Bitte eine gültige Methode angeben oder ein " "Skript dem Ziel-Node anhängen." #: editor/connections_dialog.cpp msgid "Connect to Node:" msgstr "Mit Node verbinden:" #: editor/connections_dialog.cpp msgid "Connect to Script:" msgstr "Mit Skript verbinden:" #: editor/connections_dialog.cpp msgid "From Signal:" msgstr "Durch Signal:" #: editor/connections_dialog.cpp msgid "Scene does not contain any script." msgstr "Szene enthält kein einziges Skript." #: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp #: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp msgid "Add" msgstr "Hinzufügen" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/editor_feature_profile.cpp editor/groups_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp msgid "Remove" msgstr "Entfernen" #: editor/connections_dialog.cpp msgid "Add Extra Call Argument:" msgstr "Zusätzlichen Aufrufparameter hinzufügen:" #: editor/connections_dialog.cpp msgid "Extra Call Arguments:" msgstr "Zusätzliche Aufrufparameter:" #: editor/connections_dialog.cpp msgid "Receiver Method:" msgstr "Empfängermethode:" #: editor/connections_dialog.cpp msgid "Advanced" msgstr "Erweitert" #: editor/connections_dialog.cpp msgid "Deferred" msgstr "Verzögert" #: editor/connections_dialog.cpp msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" "Schiebt das Signal auf, speichert es in einer Warteschlange und sendet es " "erst in einer Ruhephase." #: editor/connections_dialog.cpp msgid "Oneshot" msgstr "Einmalig" #: editor/connections_dialog.cpp msgid "Disconnects the signal after its first emission." msgstr "Trenne das Signal nach seiner ersten Emission." #: editor/connections_dialog.cpp msgid "Cannot connect signal" msgstr "Signal kann nicht verbunden werden" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/export_template_manager.cpp editor/groups_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: editor/run_settings_dialog.cpp editor/settings_config_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Close" msgstr "Schließen" #: editor/connections_dialog.cpp msgid "Connect" msgstr "Verbinden" #: editor/connections_dialog.cpp msgid "Signal:" msgstr "Signale:" #: editor/connections_dialog.cpp msgid "Connect '%s' to '%s'" msgstr "Verbinde ‚%s‘ mit ‚%s‘" #: editor/connections_dialog.cpp msgid "Disconnect '%s' from '%s'" msgstr "Trenne '%s' von '%s'" #: editor/connections_dialog.cpp msgid "Disconnect all from signal: '%s'" msgstr "Alle Verbindungen des Signals trennen: ‚%s‘" #: editor/connections_dialog.cpp msgid "Connect..." msgstr "Verbinden..." #: editor/connections_dialog.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Disconnect" msgstr "Trennen" #: editor/connections_dialog.cpp msgid "Connect a Signal to a Method" msgstr "Ein Signal mit einer Methode verbinden" #: editor/connections_dialog.cpp msgid "Edit Connection:" msgstr "Verbindung bearbeiten:" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "Sollen wirklich alle Verbindungen des Signals „%s“ entfernt werden?" #: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp msgid "Signals" msgstr "Signale" #: editor/connections_dialog.cpp msgid "Filter signals" msgstr "Signale filtern" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from this signal?" msgstr "Sollen wirklich alle Verbindungen mit diesem Signal entfernt werden?" #: editor/connections_dialog.cpp msgid "Disconnect All" msgstr "Alle Verbindungen lösen" #: editor/connections_dialog.cpp msgid "Edit..." msgstr "Bearbeiten..." #: editor/connections_dialog.cpp msgid "Go To Method" msgstr "Zur Methode springen" #: editor/create_dialog.cpp msgid "Change %s Type" msgstr "%s-Typ ändern" #: editor/create_dialog.cpp editor/project_settings_editor.cpp msgid "Change" msgstr "Ändern" #: editor/create_dialog.cpp msgid "Create New %s" msgstr "%s erstellen" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp msgid "Favorites:" msgstr "Favoriten:" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp msgid "Recent:" msgstr "Kürzlich:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp editor/rename_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Search:" msgstr "Suche:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Matches:" msgstr "Treffer:" #: editor/create_dialog.cpp editor/editor_plugin_settings.cpp #: editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Description:" msgstr "Beschreibung:" #: editor/dependency_editor.cpp msgid "Search Replacement For:" msgstr "Suche Ersatz für:" #: editor/dependency_editor.cpp msgid "Dependencies For:" msgstr "Abhängigkeiten für:" #: editor/dependency_editor.cpp msgid "" "Scene '%s' is currently being edited.\n" "Changes will only take effect when reloaded." msgstr "" "Die Szene ‚%s‘ wird momentan bearbeitet.\n" "Änderungen werden erst wirksam, wenn die Szene neu geladen wird." #: editor/dependency_editor.cpp msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "Die Ressource ‚%s‘ wird momentan benutzt.\n" "Änderungen werden erst durch Neuladen wirksam." #: editor/dependency_editor.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dependencies" msgstr "Abhängigkeiten" #: editor/dependency_editor.cpp msgid "Resource" msgstr "Ressource" #: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp #: editor/project_manager.cpp editor/project_settings_editor.cpp msgid "Path" msgstr "Pfad" #: editor/dependency_editor.cpp msgid "Dependencies:" msgstr "Abhängigkeiten:" #: editor/dependency_editor.cpp msgid "Fix Broken" msgstr "Defekte reparieren" #: editor/dependency_editor.cpp msgid "Dependency Editor" msgstr "Abhängigkeiteneditor" #: editor/dependency_editor.cpp msgid "Search Replacement Resource:" msgstr "Ersatzressource suchen:" #: editor/dependency_editor.cpp editor/editor_file_dialog.cpp #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp #: scene/gui/file_dialog.cpp msgid "Open" msgstr "Öffnen" #: editor/dependency_editor.cpp msgid "Owners Of:" msgstr "Besitzer von:" #: editor/dependency_editor.cpp msgid "" "Remove selected files from the project? (no undo)\n" "You can find the removed files in the system trash to restore them." msgstr "" "Ausgewählte Dateien aus dem Projekt entfernen? (Kann nicht rückgängig " "gemacht werden.)\n" "Die Dateien können möglicherweise aus dem Papierkorb des Betriebssystems " "wiederhergestellt werden." #: editor/dependency_editor.cpp msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (no undo)\n" "You can find the removed files in the system trash to restore them." msgstr "" "Andere Ressourcen benötigen die zu entfernenden Dateien, um richtig zu " "funktionieren.\n" "Trotzdem entfernen? (Kann nicht rückgängig gemacht werden.)\n" "Die Dateien können möglicherweise aus dem Papierkorb des Betriebssystems " "wiederhergestellt werden." #: editor/dependency_editor.cpp msgid "Cannot remove:" msgstr "Kann nicht entfernt werden:" #: editor/dependency_editor.cpp msgid "Error loading:" msgstr "Fehler beim Laden:" #: editor/dependency_editor.cpp msgid "Load failed due to missing dependencies:" msgstr "Ladefehler aufgrund fehlender Abhängigkeiten:" #: editor/dependency_editor.cpp editor/editor_node.cpp msgid "Open Anyway" msgstr "Trotzdem öffnen" #: editor/dependency_editor.cpp msgid "Which action should be taken?" msgstr "Welche Aktion soll ausgeführt werden?" #: editor/dependency_editor.cpp msgid "Fix Dependencies" msgstr "Abhängigkeiten reparieren" #: editor/dependency_editor.cpp msgid "Errors loading!" msgstr "Fehler beim Laden!" #: editor/dependency_editor.cpp msgid "Permanently delete %d item(s)? (No undo!)" msgstr "" "%d Datei(en) dauerhaft entfernen? (Kann nicht rückgängig gemacht werden)" #: editor/dependency_editor.cpp msgid "Show Dependencies" msgstr "Abhängigkeiten aufzeigen" #: editor/dependency_editor.cpp msgid "Orphan Resource Explorer" msgstr "Unbenutzte Dateien ansehen" #: editor/dependency_editor.cpp editor/editor_audio_buses.cpp #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp msgid "Delete" msgstr "Löschen" #: editor/dependency_editor.cpp msgid "Owns" msgstr "Besitzt" #: editor/dependency_editor.cpp msgid "Resources Without Explicit Ownership:" msgstr "Ressource ohne direkte Zugehörigkeit:" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Key" msgstr "Wörterbuchschlüssel ändern" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Value" msgstr "Wörterbuchwert ändern" #: editor/editor_about.cpp msgid "Thanks from the Godot community!" msgstr "Die Godot-Gemeinschaft bedankt sich!" #: editor/editor_about.cpp msgid "Godot Engine contributors" msgstr "Mitwirkende der Godot Engine" #: editor/editor_about.cpp msgid "Project Founders" msgstr "Projektgründer" #: editor/editor_about.cpp msgid "Lead Developer" msgstr "Hauptentwickler" #. TRANSLATORS: This refers to a job title. #. The trailing space is used to distinguish with the project list application, #. you do not have to keep it in your translation. #: editor/editor_about.cpp msgid "Project Manager " msgstr "Projektleiter " #: editor/editor_about.cpp msgid "Developers" msgstr "Entwickler" #: editor/editor_about.cpp msgid "Authors" msgstr "Autoren" #: editor/editor_about.cpp msgid "Platinum Sponsors" msgstr "Platin-Sponsoren" #: editor/editor_about.cpp msgid "Gold Sponsors" msgstr "Gold-Sponsoren" #: editor/editor_about.cpp msgid "Silver Sponsors" msgstr "Silber-Sponsoren" #: editor/editor_about.cpp msgid "Bronze Sponsors" msgstr "Bronze-Sponsoren" #: editor/editor_about.cpp msgid "Mini Sponsors" msgstr "Mini-Sponsoren" #: editor/editor_about.cpp msgid "Gold Donors" msgstr "Gold-Unterstützer" #: editor/editor_about.cpp msgid "Silver Donors" msgstr "Silber-Unterstützer" #: editor/editor_about.cpp msgid "Bronze Donors" msgstr "Bronze-Unterstützer" #: editor/editor_about.cpp msgid "Donors" msgstr "Unterstützer" #: editor/editor_about.cpp msgid "License" msgstr "Lizenz" #: editor/editor_about.cpp msgid "Third-party Licenses" msgstr "Drittpartei-Lizenzen" #: editor/editor_about.cpp msgid "" "Godot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following " "is an exhaustive list of all such third-party components with their " "respective copyright statements and license terms." msgstr "" "Die Godot-Engine baut auf vielen freien und quelloffenen Bibliotheken von " "Drittanbietern auf, welche alle mit der MIT-Lizenz konform sind. Es folgt " "eine vollständige Liste aller verwendeten Bibliotheken von Drittanbietern " "mit den jeweiligen zugehörigen Urheberrechtserklärungen und " "Lizenzbedingungen." #: editor/editor_about.cpp msgid "All Components" msgstr "Alle Komponenten" #: editor/editor_about.cpp msgid "Components" msgstr "Komponenten" #: editor/editor_about.cpp msgid "Licenses" msgstr "Lizenzen" #: editor/editor_asset_installer.cpp editor/project_manager.cpp msgid "Error opening package file, not in ZIP format." msgstr "Fehler beim Öffnen der Paketdatei, kein ZIP-Format." #: editor/editor_asset_installer.cpp msgid "%s (Already Exists)" msgstr "%s (existiert bereits)" #: editor/editor_asset_installer.cpp msgid "Uncompressing Assets" msgstr "Inhalte werden entpackt" #: editor/editor_asset_installer.cpp editor/project_manager.cpp msgid "The following files failed extraction from package:" msgstr "Die folgenden Dateien ließen sich nicht aus dem Paket extrahieren:" #: editor/editor_asset_installer.cpp msgid "And %s more files." msgstr "Und %s weitere Dateien." #: editor/editor_asset_installer.cpp editor/project_manager.cpp msgid "Package installed successfully!" msgstr "Paket wurde erfolgreich installiert!" #: editor/editor_asset_installer.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Success!" msgstr "Geschafft!" #: editor/editor_asset_installer.cpp msgid "Package Contents:" msgstr "Paketinhalte:" #: editor/editor_asset_installer.cpp editor/editor_node.cpp msgid "Install" msgstr "Installieren" #: editor/editor_asset_installer.cpp msgid "Package Installer" msgstr "Erweiterungenverwaltung" #: editor/editor_audio_buses.cpp msgid "Speakers" msgstr "Lautsprecher" #: editor/editor_audio_buses.cpp msgid "Add Effect" msgstr "Effekt hinzufügen" #: editor/editor_audio_buses.cpp msgid "Rename Audio Bus" msgstr "Audiobus umbenennen" #: editor/editor_audio_buses.cpp msgid "Change Audio Bus Volume" msgstr "Lautstärke des Audiobus ändern" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Solo" msgstr "Audiobus Solo umschalten" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Mute" msgstr "Audiobus stummschalten" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Bypass Effects" msgstr "Audiobus Bypasseffekte umschalten" #: editor/editor_audio_buses.cpp msgid "Select Audio Bus Send" msgstr "Audiobus senden auswählen" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus Effect" msgstr "Audiobuseffekt hinzufügen" #: editor/editor_audio_buses.cpp msgid "Move Bus Effect" msgstr "Audiobuseffekt verschieben" #: editor/editor_audio_buses.cpp msgid "Delete Bus Effect" msgstr "Audiobuseffekt löschen" #: editor/editor_audio_buses.cpp msgid "Drag & drop to rearrange." msgstr "Mittels Drag&Drop umordnen." #: editor/editor_audio_buses.cpp msgid "Solo" msgstr "Solo" #: editor/editor_audio_buses.cpp msgid "Mute" msgstr "Stumm" #: editor/editor_audio_buses.cpp msgid "Bypass" msgstr "Bypass" #: editor/editor_audio_buses.cpp msgid "Bus options" msgstr "Audiobusoptionen" #: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Duplicate" msgstr "Duplizieren" #: editor/editor_audio_buses.cpp msgid "Reset Volume" msgstr "Lautstärke zurücksetzen" #: editor/editor_audio_buses.cpp msgid "Delete Effect" msgstr "Effekt löschen" #: editor/editor_audio_buses.cpp msgid "Audio" msgstr "Audio" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus" msgstr "Audiobus hinzufügen" #: editor/editor_audio_buses.cpp msgid "Master bus can't be deleted!" msgstr "Master-Audiobus kann nicht gelöscht werden!" #: editor/editor_audio_buses.cpp msgid "Delete Audio Bus" msgstr "Audiobus löschen" #: editor/editor_audio_buses.cpp msgid "Duplicate Audio Bus" msgstr "Audiobus duplizieren" #: editor/editor_audio_buses.cpp msgid "Reset Bus Volume" msgstr "Bus-Lautstärke zurücksetzen" #: editor/editor_audio_buses.cpp msgid "Move Audio Bus" msgstr "Audiobus verschieben" #: editor/editor_audio_buses.cpp msgid "Save Audio Bus Layout As..." msgstr "Audiobus-Layout speichern als..." #: editor/editor_audio_buses.cpp msgid "Location for New Layout..." msgstr "Speicherort für neues Layout..." #: editor/editor_audio_buses.cpp msgid "Open Audio Bus Layout" msgstr "Öffne Audiobus-Layout" #: editor/editor_audio_buses.cpp msgid "There is no '%s' file." msgstr "Datei ‚%s‘ existiert nicht." #: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp msgid "Layout" msgstr "Layout" #: editor/editor_audio_buses.cpp msgid "Invalid file, not an audio bus layout." msgstr "Ungültige Datei, kein Audiobus-Layout." #: editor/editor_audio_buses.cpp msgid "Error saving file: %s" msgstr "Fehler beim Speichern von Datei: %s" #: editor/editor_audio_buses.cpp msgid "Add Bus" msgstr "Audiobus hinzufügen" #: editor/editor_audio_buses.cpp msgid "Add a new Audio Bus to this layout." msgstr "Neuen Audio-Bus diesem Layout hinzufügen." #: editor/editor_audio_buses.cpp editor/editor_properties.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/property_editor.cpp #: editor/script_create_dialog.cpp msgid "Load" msgstr "Lade" #: editor/editor_audio_buses.cpp msgid "Load an existing Bus Layout." msgstr "Lade ein existierendes Bus-Layout." #: editor/editor_audio_buses.cpp msgid "Save As" msgstr "Speichern unter" #: editor/editor_audio_buses.cpp msgid "Save this Bus Layout to a file." msgstr "Bus-Layout in Datei speichern." #: editor/editor_audio_buses.cpp editor/import_dock.cpp msgid "Load Default" msgstr "Standard laden" #: editor/editor_audio_buses.cpp msgid "Load the default Bus Layout." msgstr "Standard Bus-Layout laden." #: editor/editor_audio_buses.cpp msgid "Create a new Bus Layout." msgstr "Neues Audiobus-Layout erstellen." #: editor/editor_autoload_settings.cpp msgid "Invalid name." msgstr "Ungültiger Name." #: editor/editor_autoload_settings.cpp msgid "Valid characters:" msgstr "Gültige Zeichen:" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing engine class name." msgstr "Darf nicht mit existierenden Klassennamen der Engine übereinstimmen." #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing built-in type name." msgstr "Darf nicht mit existierenden eingebauten Typnamen übereinstimmen." #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing global constant name." msgstr "Darf nicht mit Namen existierender globaler Konstanten übereinstimmen." #: editor/editor_autoload_settings.cpp msgid "Keyword cannot be used as an autoload name." msgstr "Schlüsselwörter können nicht als Autoload-Namen genutzt werden." #: editor/editor_autoload_settings.cpp msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' existiert bereits!" #: editor/editor_autoload_settings.cpp msgid "Rename Autoload" msgstr "Autoload umbenennen" #: editor/editor_autoload_settings.cpp msgid "Toggle AutoLoad Globals" msgstr "Autoload-Globals umschalten" #: editor/editor_autoload_settings.cpp msgid "Move Autoload" msgstr "Autoload verschieben" #: editor/editor_autoload_settings.cpp msgid "Remove Autoload" msgstr "Autoload entfernen" #: editor/editor_autoload_settings.cpp editor/editor_plugin_settings.cpp msgid "Enable" msgstr "Aktivieren" #: editor/editor_autoload_settings.cpp msgid "Rearrange Autoloads" msgstr "Autoloads neu anordnen" #: editor/editor_autoload_settings.cpp msgid "Can't add autoload:" msgstr "Autoload konnte nicht hinzugefügt werden:" #: editor/editor_autoload_settings.cpp msgid "Add AutoLoad" msgstr "Autoload hinzufügen" #: editor/editor_autoload_settings.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp scene/gui/file_dialog.cpp msgid "Path:" msgstr "Pfad:" #: editor/editor_autoload_settings.cpp msgid "Node Name:" msgstr "Node-Name:" #: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp #: editor/editor_profiler.cpp editor/project_manager.cpp #: editor/settings_config_dialog.cpp msgid "Name" msgstr "Name" #: editor/editor_autoload_settings.cpp msgid "Singleton" msgstr "Singleton" #: editor/editor_data.cpp editor/inspector_dock.cpp msgid "Paste Params" msgstr "Parameter einfügen" #: editor/editor_data.cpp msgid "Updating Scene" msgstr "Aktualisiere Szene" #: editor/editor_data.cpp msgid "Storing local changes..." msgstr "Speichere lokale Änderungen..." #: editor/editor_data.cpp msgid "Updating scene..." msgstr "Aktualisiere Szene..." #: editor/editor_data.cpp editor/editor_properties.cpp msgid "[empty]" msgstr "[leer]" #: editor/editor_data.cpp msgid "[unsaved]" msgstr "[ungespeichert]" #: editor/editor_dir_dialog.cpp msgid "Please select a base directory first." msgstr "Zuerst ein Wurzelverzeichnis auswählen." #: editor/editor_dir_dialog.cpp msgid "Choose a Directory" msgstr "Wähle ein Verzeichnis" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp #: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Ordner erstellen" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp editor/filesystem_dock.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp #: modules/visual_script/visual_script_editor.cpp scene/gui/file_dialog.cpp msgid "Name:" msgstr "Name:" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Ordner konnte nicht erstellt werden." #: editor/editor_dir_dialog.cpp msgid "Choose" msgstr "Wählen" #: editor/editor_export.cpp msgid "Storing File:" msgstr "Speichere Datei:" #: editor/editor_export.cpp msgid "No export template found at the expected path:" msgstr "Keine Exportvorlagen am erwarteten Pfad gefunden:" #: editor/editor_export.cpp msgid "Packing" msgstr "Packe" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for GLES2. Enable 'Import " "Etc' in Project Settings." msgstr "" "Die Zielplattform benötigt ‚ETC‘-Texturkompression für GLES2. Bitte in den " "Projekteinstellungen ‚Import Etc‘ aktivieren." #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' texture compression for GLES3. Enable " "'Import Etc 2' in Project Settings." msgstr "" "Die Zielplattform benötigt ‚ETC2‘-Texturkompression für GLES2. Bitte in den " "Projekteinstellungen aktivieren." #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for the driver fallback " "to GLES2.\n" "Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback " "Enabled'." msgstr "" "Die Zielplattform benötigt ‚ETC‘-Texturkompression für den Treiber-Fallback " "auf GLES2. \n" "Bitte ‚Import Etc‘ in den Projekteinstellungen aktivieren oder ‚Driver " "Fallback Enabled‘ ausschalten." #: editor/editor_export.cpp msgid "" "Target platform requires 'PVRTC' texture compression for GLES2. Enable " "'Import Pvrtc' in Project Settings." msgstr "" "Die Zielplattform benötigt ‚PVRTC‘-Texturkompression für GLES2. Bitte in den " "Projekteinstellungen ‚Import Pvrtc‘ aktivieren." #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' or 'PVRTC' texture compression for GLES3. " "Enable 'Import Etc 2' or 'Import Pvrtc' in Project Settings." msgstr "" "Die Zielplattform benötigt ‚ETC2‘- oder ‚PVRTC’-Texturkompression für GLES2. " "Bitte in den Projekteinstellungen ‚Import Etc 2‘ oder ‚Import Pvrtc‘ " "aktivieren." #: editor/editor_export.cpp msgid "" "Target platform requires 'PVRTC' texture compression for the driver fallback " "to GLES2.\n" "Enable 'Import Pvrtc' in Project Settings, or disable 'Driver Fallback " "Enabled'." msgstr "" "Die Zielplattform benötigt ‚PVRTC‘-Texturkompression für den Treiber-" "Fallback auf GLES2. \n" "Bitte ‚Import Pvrtc‘ in den Projekteinstellungen aktivieren oder ‚Driver " "Fallback Enabled‘ ausschalten." #: editor/editor_export.cpp platform/android/export/export.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom debug template not found." msgstr "Selbst konfigurierte Debug-Exportvorlage nicht gefunden." #: editor/editor_export.cpp platform/android/export/export.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom release template not found." msgstr "Selbst konfigurierte Release-Exportvorlage nicht gefunden." #: editor/editor_export.cpp platform/javascript/export/export.cpp msgid "Template file not found:" msgstr "Vorlagendatei nicht gefunden:" #: editor/editor_export.cpp msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "In 32-bit-Exporten kann das eingebettete PCK nicht größer als 4 GiB sein." #: editor/editor_feature_profile.cpp msgid "3D Editor" msgstr "3D-Editor" #: editor/editor_feature_profile.cpp msgid "Script Editor" msgstr "Skript Editor" #: editor/editor_feature_profile.cpp msgid "Asset Library" msgstr "Bestandsbibliothek" #: editor/editor_feature_profile.cpp msgid "Scene Tree Editing" msgstr "Szenenbaum-Bearbeitung" #: editor/editor_feature_profile.cpp msgid "Node Dock" msgstr "Node-Leiste" #: editor/editor_feature_profile.cpp msgid "FileSystem Dock" msgstr "Dateisystemleiste" #: editor/editor_feature_profile.cpp msgid "Import Dock" msgstr "Importleiste" #: editor/editor_feature_profile.cpp msgid "Erase profile '%s'? (no undo)" msgstr "Profil ‚%s‘ löschen? (unumkehrbar)" #: editor/editor_feature_profile.cpp msgid "Profile must be a valid filename and must not contain '.'" msgstr "" "Das Profil muss ein gültiger Dateiname sein der keinen Punkt ‚.‘ enthält" #: editor/editor_feature_profile.cpp msgid "Profile with this name already exists." msgstr "Ein Profil mit diesem Namen existiert bereits." #: editor/editor_feature_profile.cpp msgid "(Editor Disabled, Properties Disabled)" msgstr "(Editor deaktiviert, Einstellungen deaktiviert)" #: editor/editor_feature_profile.cpp msgid "(Properties Disabled)" msgstr "(Einstellungen deaktiviert)" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled)" msgstr "(Editor deaktiviert)" #: editor/editor_feature_profile.cpp msgid "Class Options:" msgstr "Klassen-Optionen:" #: editor/editor_feature_profile.cpp msgid "Enable Contextual Editor" msgstr "Kontextsensitiven Editor aktivieren" #: editor/editor_feature_profile.cpp msgid "Enabled Properties:" msgstr "Aktivierte Eigenschaften:" #: editor/editor_feature_profile.cpp msgid "Enabled Features:" msgstr "Aktivierte Funktionen:" #: editor/editor_feature_profile.cpp msgid "Enabled Classes:" msgstr "Aktivierte Klassen:" #: editor/editor_feature_profile.cpp msgid "File '%s' format is invalid, import aborted." msgstr "Datei ‚%s‘ ist ungültig, Import wurde abgebrochen." #: editor/editor_feature_profile.cpp msgid "" "Profile '%s' already exists. Remove it first before importing, import " "aborted." msgstr "" "Profil ‚%s‘ existiert bereits. Es muss erst entfernt werden bevor es " "importiert werden kann, Import wurde abgebrochen." #: editor/editor_feature_profile.cpp msgid "Error saving profile to path: '%s'." msgstr "Fehler beim Speichern des Profils im Pfad: ‚%s‘." #: editor/editor_feature_profile.cpp msgid "Unset" msgstr "Deaktivieren" #: editor/editor_feature_profile.cpp msgid "Current Profile:" msgstr "Aktuelles Profil:" #: editor/editor_feature_profile.cpp msgid "Make Current" msgstr "Als aktuell auswählen" #: editor/editor_feature_profile.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "New" msgstr "Neu" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/project_manager.cpp msgid "Import" msgstr "Import" #: editor/editor_feature_profile.cpp editor/project_export.cpp msgid "Export" msgstr "Exportieren" #: editor/editor_feature_profile.cpp msgid "Available Profiles:" msgstr "Verfügbare Profile:" #: editor/editor_feature_profile.cpp msgid "Class Options" msgstr "Klassen-Optionen" #: editor/editor_feature_profile.cpp msgid "New profile name:" msgstr "Neuer Profilname:" #: editor/editor_feature_profile.cpp msgid "Erase Profile" msgstr "Profil löschen" #: editor/editor_feature_profile.cpp msgid "Godot Feature Profile" msgstr "Godot-Funktionsprofil" #: editor/editor_feature_profile.cpp msgid "Import Profile(s)" msgstr "Profil(e) importieren" #: editor/editor_feature_profile.cpp msgid "Export Profile" msgstr "Profil exportieren" #: editor/editor_feature_profile.cpp msgid "Manage Editor Feature Profiles" msgstr "Verwalte Editorfunktionenprofile" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select Current Folder" msgstr "Gegenwärtigen Ordner auswählen" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File Exists, Overwrite?" msgstr "Datei existiert bereits. Überschreiben?" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select This Folder" msgstr "Diesen Ordner auswählen" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Copy Path" msgstr "Pfad kopieren" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Open in File Manager" msgstr "Im Dateimanager öffnen" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp msgid "Show in File Manager" msgstr "Im Dateimanager anzeigen" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "New Folder..." msgstr "Neuer Ordner..." #: editor/editor_file_dialog.cpp editor/find_in_files.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "Refresh" msgstr "Aktualisieren" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Recognized" msgstr "Alle bekannte Dateitypen" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Files (*)" msgstr "Alle Dateien (*)" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File" msgstr "Datei öffnen" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open File(s)" msgstr "Datei(en) öffnen" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a Directory" msgstr "Verzeichnis wählen" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File or Directory" msgstr "Datei oder Verzeichnis öffnen" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/editor_properties.cpp editor/inspector_dock.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp scene/gui/file_dialog.cpp msgid "Save" msgstr "Speichern" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Save a File" msgstr "Datei speichern" #: editor/editor_file_dialog.cpp msgid "Go Back" msgstr "Zurück" #: editor/editor_file_dialog.cpp msgid "Go Forward" msgstr "Vor" #: editor/editor_file_dialog.cpp msgid "Go Up" msgstr "Hoch" #: editor/editor_file_dialog.cpp msgid "Toggle Hidden Files" msgstr "Versteckte Dateien ein- und ausblenden" #: editor/editor_file_dialog.cpp msgid "Toggle Favorite" msgstr "Favoriten ein- und ausblenden" #: editor/editor_file_dialog.cpp msgid "Toggle Mode" msgstr "Modus umschalten" #: editor/editor_file_dialog.cpp msgid "Focus Path" msgstr "Zu Pfad springen" #: editor/editor_file_dialog.cpp msgid "Move Favorite Up" msgstr "Favorit nach oben schieben" #: editor/editor_file_dialog.cpp msgid "Move Favorite Down" msgstr "Favorit nach unten schieben" #: editor/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Gehe zum vorherigen Ordner." #: editor/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Gehe zum nächsten Ordner." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Go to parent folder." msgstr "Gehe zu übergeordnetem Ordner." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Refresh files." msgstr "Dateien neu lesen." #: editor/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Gegenwärtigen Ordner (de)favorisieren." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Versteckte Dateien ein- oder ausblenden." #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a grid of thumbnails." msgstr "Einträge in Vorschaugitter anzeigen." #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a list." msgstr "Einträge als Liste anzeigen." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Directories & Files:" msgstr "Verzeichnisse & Dateien:" #: editor/editor_file_dialog.cpp editor/plugins/sprite_editor_plugin.cpp #: editor/plugins/style_box_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/rename_dialog.cpp msgid "Preview:" msgstr "Vorschau:" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File:" msgstr "Datei:" #: editor/editor_file_system.cpp msgid "ScanSources" msgstr "Lese Quellen" #: editor/editor_file_system.cpp msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" "Mehrere Importer verschiedener Typen zeigen zu Datei ‚%s‘, Import wurde " "abgebrochen" #: editor/editor_file_system.cpp msgid "(Re)Importing Assets" msgstr "Importiere Nutzerinhalte erneut" #: editor/editor_help.cpp editor/plugins/spatial_editor_plugin.cpp msgid "Top" msgstr "Oben" #: editor/editor_help.cpp msgid "Class:" msgstr "Klasse:" #: editor/editor_help.cpp editor/scene_tree_editor.cpp #: editor/script_create_dialog.cpp msgid "Inherits:" msgstr "Erbt von:" #: editor/editor_help.cpp msgid "Inherited by:" msgstr "Vererbt an:" #: editor/editor_help.cpp msgid "Description" msgstr "Beschreibung" #: editor/editor_help.cpp msgid "Online Tutorials" msgstr "Anleitungen im Netz" #: editor/editor_help.cpp msgid "Properties" msgstr "Eigenschaften" #: editor/editor_help.cpp msgid "override:" msgstr "Überschreibungen:" #: editor/editor_help.cpp msgid "default:" msgstr "Standard:" #: editor/editor_help.cpp msgid "Methods" msgstr "Methoden" #: editor/editor_help.cpp msgid "Theme Properties" msgstr "Theme-Eigenschaften" #: editor/editor_help.cpp msgid "Enumerations" msgstr "Aufzählungen" #: editor/editor_help.cpp msgid "Constants" msgstr "Konstanten" #: editor/editor_help.cpp msgid "Property Descriptions" msgstr "Eigenschaften-Beschreibung" #: editor/editor_help.cpp msgid "(value)" msgstr "(Wert)" #: editor/editor_help.cpp msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "Es gibt zurzeit keine Beschreibung dieses Objekts. [color=$color][url=" "$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" #: editor/editor_help.cpp msgid "Method Descriptions" msgstr "Methoden-Beschreibung" #: editor/editor_help.cpp msgid "" "There is currently no description for this method. Please help us by [color=" "$color][url=$url]contributing one[/url][/color]!" msgstr "" "Es gibt zurzeit keine Beschreibung dieser Methode. [color=$color][url=" "$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Search Help" msgstr "Hilfe durchsuchen" #: editor/editor_help_search.cpp msgid "Case Sensitive" msgstr "Groß-/Kleinschreibung beachten" #: editor/editor_help_search.cpp msgid "Show Hierarchy" msgstr "Rangordnung anzeigen" #: editor/editor_help_search.cpp msgid "Display All" msgstr "Alles anzeigen" #: editor/editor_help_search.cpp msgid "Classes Only" msgstr "Nur Klassen" #: editor/editor_help_search.cpp msgid "Methods Only" msgstr "Nur Methoden" #: editor/editor_help_search.cpp msgid "Signals Only" msgstr "Nur Signale" #: editor/editor_help_search.cpp msgid "Constants Only" msgstr "Nur Konstanten" #: editor/editor_help_search.cpp msgid "Properties Only" msgstr "Nur Eigenschaften" #: editor/editor_help_search.cpp msgid "Theme Properties Only" msgstr "Nur Theme-Eigenschaften" #: editor/editor_help_search.cpp msgid "Member Type" msgstr "Attribut-Typ" #: editor/editor_help_search.cpp msgid "Class" msgstr "Klasse" #: editor/editor_help_search.cpp msgid "Method" msgstr "Methode" #: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp msgid "Signal" msgstr "Signal" #: editor/editor_help_search.cpp editor/plugins/theme_editor_plugin.cpp msgid "Constant" msgstr "Konstante" #: editor/editor_help_search.cpp msgid "Property" msgstr "Eigenschaft" #: editor/editor_help_search.cpp msgid "Theme Property" msgstr "Theme-Eigenschaft" #: editor/editor_inspector.cpp editor/project_settings_editor.cpp msgid "Property:" msgstr "Eigenschaft:" #: editor/editor_inspector.cpp msgid "Set" msgstr "Set" #: editor/editor_inspector.cpp msgid "Set Multiple:" msgstr "Mehrfach festlegen:" #: editor/editor_log.cpp msgid "Output:" msgstr "Ausgabe:" #: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Copy Selection" msgstr "Auswahl kopieren" #: editor/editor_log.cpp editor/editor_network_profiler.cpp #: editor/editor_profiler.cpp editor/editor_properties.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/property_editor.cpp editor/scene_tree_dock.cpp #: editor/script_editor_debugger.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Clear" msgstr "Löschen" #: editor/editor_log.cpp msgid "Clear Output" msgstr "Ausgabe löschen" #: editor/editor_network_profiler.cpp editor/editor_node.cpp #: editor/editor_profiler.cpp msgid "Stop" msgstr "Stopp" #: editor/editor_network_profiler.cpp editor/editor_profiler.cpp #: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp msgid "Start" msgstr "Start" #: editor/editor_network_profiler.cpp msgid "%s/s" msgstr "%s/s" #: editor/editor_network_profiler.cpp msgid "Down" msgstr "Runter" #: editor/editor_network_profiler.cpp msgid "Up" msgstr "Hoch" #: editor/editor_network_profiler.cpp editor/editor_node.cpp msgid "Node" msgstr "Node" #: editor/editor_network_profiler.cpp msgid "Incoming RPC" msgstr "Eingehender RPC" #: editor/editor_network_profiler.cpp msgid "Incoming RSET" msgstr "Eingehender RSET" #: editor/editor_network_profiler.cpp msgid "Outgoing RPC" msgstr "Ausgehender RPC" #: editor/editor_network_profiler.cpp msgid "Outgoing RSET" msgstr "Ausgehender RSET" #: editor/editor_node.cpp editor/project_manager.cpp msgid "New Window" msgstr "Neues Fenster" #: editor/editor_node.cpp msgid "Imported resources can't be saved." msgstr "Importierte Ressourcen können nicht abgespeichert werden." #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: scene/gui/dialogs.cpp msgid "OK" msgstr "OK" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Error saving resource!" msgstr "Fehler beim Speichern der Ressource!" #: editor/editor_node.cpp msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" "Diese Ressource kann nicht abgespeichert werden, da sie nicht Teil der " "bearbeiteten Szene ist. Ressource muss vorher einzigartig gemacht werden." #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Save Resource As..." msgstr "Speichere Ressource als..." #: editor/editor_node.cpp msgid "Can't open file for writing:" msgstr "Datei kann nicht zum Schreiben geöffnet werden:" #: editor/editor_node.cpp msgid "Requested file format unknown:" msgstr "Angefordertes Dateiformat unbekannt:" #: editor/editor_node.cpp msgid "Error while saving." msgstr "Fehler beim Speichern." #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "" "Datei ‚%s‘ kann nicht geöffnet werden. Die Datei könnte verschoben oder " "gelöscht worden sein." #: editor/editor_node.cpp msgid "Error while parsing '%s'." msgstr "Fehler beim Parsen von ‚%s‘." #: editor/editor_node.cpp msgid "Unexpected end of file '%s'." msgstr "Unerwartetes Dateiende ‚%s‘." #: editor/editor_node.cpp msgid "Missing '%s' or its dependencies." msgstr "‚%s‘ oder zugehörige Abhängigkeiten fehlen." #: editor/editor_node.cpp msgid "Error while loading '%s'." msgstr "Fehler beim Laden von ‚%s‘." #: editor/editor_node.cpp msgid "Saving Scene" msgstr "Speichere Szene" #: editor/editor_node.cpp msgid "Analyzing" msgstr "Analysiere" #: editor/editor_node.cpp msgid "Creating Thumbnail" msgstr "Erzeuge Miniaturansicht" #: editor/editor_node.cpp msgid "This operation can't be done without a tree root." msgstr "Diese Aktion kann nicht ohne eine Wurzel ausgeführt werden." #: editor/editor_node.cpp msgid "" "This scene can't be saved because there is a cyclic instancing inclusion.\n" "Please resolve it and then attempt to save again." msgstr "" "Diese Szene kann nicht gespeichert werden, da sie eine zyklische " "Instanziierungshierarchie enthält.\n" "Speichern ist erst nach Beheben des Konflikts möglich." #: editor/editor_node.cpp msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" "Szene konnte nicht gespeichert werden. Wahrscheinlich werden Abhängigkeiten " "(Instanzen oder Vererbungen) nicht erfüllt." #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "Can't overwrite scene that is still open!" msgstr "Momentan geöffnete Szenen können nicht überschrieben werden!" #: editor/editor_node.cpp msgid "Can't load MeshLibrary for merging!" msgstr "MeshLibrary konnte nicht zum Vereinen geladen werden!" #: editor/editor_node.cpp msgid "Error saving MeshLibrary!" msgstr "Fehler beim Speichern der MeshLibrary!" #: editor/editor_node.cpp msgid "Can't load TileSet for merging!" msgstr "TileSet konnte nicht zum Vereinen geladen werden!" #: editor/editor_node.cpp msgid "Error saving TileSet!" msgstr "Fehler beim Speichern des TileSet!" #: editor/editor_node.cpp msgid "" "An error occurred while trying to save the editor layout.\n" "Make sure the editor's user data path is writable." msgstr "" "Ein Fehler ist beim Speichern des Editorlayouts aufgetreten.\n" "Möglicherweise ist der Ordner für persönliche Einstellungen des Editors " "nicht schreibbar." #: editor/editor_node.cpp msgid "" "Default editor layout overridden.\n" "To restore the Default layout to its base settings, use the Delete Layout " "option and delete the Default layout." msgstr "" "Standardlayout wurde überschrieben.\n" "Um das Standardlayout auf Werkseinstellungen zurückzusetzen, sollte das " "Standardlayout über die Option „Layout löschen“ gelöscht werden." #: editor/editor_node.cpp msgid "Layout name not found!" msgstr "Layout-Name nicht gefunden!" #: editor/editor_node.cpp msgid "Restored the Default layout to its base settings." msgstr "Standardlayout wurde auf Werkseinstellungen zurückgesetzt." #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "Diese Ressource gehört zu einer importierten Szene, sie ist nicht " "bearbeitbar.\n" "Die Dokumentation zum Szenenimport beschreibt den nötigen Arbeitsablauf." #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was instanced or inherited.\n" "Changes to it won't be kept when saving the current scene." msgstr "" "Diese Ressource gehört zu einer instanziierten oder geerbten Szene.\n" "Änderungen an der Ressource werden beim Speichern der aktuellen Szene nicht " "mitgespeichert." #: editor/editor_node.cpp msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" "Diese Ressource wurde importiert und ist nicht bearbeitbar. Es kann " "allerdings ein Neu-Import mit geänderten Einstellungen im Import-Menü " "durchgeführt werden." #: editor/editor_node.cpp msgid "" "This scene was imported, so changes to it won't be kept.\n" "Instancing it or inheriting will allow making changes to it.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "Diese Szene wurde importiert, Änderungen an ihr werden nicht gespeichert.\n" "Instanziierung oder Vererbung ist nötig, um Änderungen vorzunehmen.\n" "Die Dokumentation zum Szenenimport beschreibt den nötigen Arbeitsablauf." #: editor/editor_node.cpp msgid "" "This is a remote object, so changes to it won't be kept.\n" "Please read the documentation relevant to debugging to better understand " "this workflow." msgstr "" "Dies ist ein nicht-lokales Objekt, Änderungen an ihm werden nicht " "gespeichert.\n" "Die Dokumentation zum Debugging beschreibt den nötigen Arbeitsablauf." #: editor/editor_node.cpp msgid "There is no defined scene to run." msgstr "Es ist keine abzuspielende Szene definiert." #: editor/editor_node.cpp msgid "Save scene before running..." msgstr "Szene vor dem Abspielen speichern..." #: editor/editor_node.cpp msgid "Could not start subprocess!" msgstr "Unterprozess konnte nicht gestartet werden!" #: editor/editor_node.cpp editor/filesystem_dock.cpp msgid "Open Scene" msgstr "Szene öffnen" #: editor/editor_node.cpp msgid "Open Base Scene" msgstr "Basisszene öffnen" #: editor/editor_node.cpp msgid "Quick Open..." msgstr "Schnell öffnen..." #: editor/editor_node.cpp msgid "Quick Open Scene..." msgstr "Schnell Szenen öffnen..." #: editor/editor_node.cpp msgid "Quick Open Script..." msgstr "Schnell Skripte öffnen..." #: editor/editor_node.cpp msgid "Save & Close" msgstr "Speichern und schließen" #: editor/editor_node.cpp msgid "Save changes to '%s' before closing?" msgstr "Änderungen in ‚%s‘ vor dem Schließen speichern?" #: editor/editor_node.cpp msgid "Saved %s modified resource(s)." msgstr "%s veränderte Ressource(n) gespeichert." #: editor/editor_node.cpp msgid "A root node is required to save the scene." msgstr "Ein Wurzel-Node wird benötigt um diese Szene zu speichern." #: editor/editor_node.cpp msgid "Save Scene As..." msgstr "Szene speichern als..." #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "This operation can't be done without a scene." msgstr "Diese Aktion kann nicht ohne eine Szene ausgeführt werden." #: editor/editor_node.cpp msgid "Export Mesh Library" msgstr "MeshLibrary exportieren" #: editor/editor_node.cpp msgid "This operation can't be done without a root node." msgstr "Diese Aktion kann nicht ohne ein Wurzel-Node ausgeführt werden." #: editor/editor_node.cpp msgid "Export Tile Set" msgstr "Tileset exportieren" #: editor/editor_node.cpp msgid "This operation can't be done without a selected node." msgstr "Diese Aktion kann nicht ohne ein ausgewähltes Node ausgeführt werden." #: editor/editor_node.cpp msgid "Current scene not saved. Open anyway?" msgstr "Die aktuelle Szene ist nicht gespeichert. Trotzdem öffnen?" #: editor/editor_node.cpp msgid "Can't reload a scene that was never saved." msgstr "" "Szene kann nicht neu geladen werden, wenn sie vorher nicht gespeichert wurde." #: editor/editor_node.cpp msgid "Reload Saved Scene" msgstr "Gespeicherte Szene neu laden" #: editor/editor_node.cpp msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." msgstr "" "Die aktuelle Szene enthält ungesicherte Änderungen.\n" "Soll die Szene trotzdem neu geladen werden? Diese Aktion kann nicht " "rückgängig gemacht werden." #: editor/editor_node.cpp msgid "Quick Run Scene..." msgstr "Schnell Szene starten..." #: editor/editor_node.cpp msgid "Quit" msgstr "Verlassen" #: editor/editor_node.cpp msgid "Yes" msgstr "Ja" #: editor/editor_node.cpp msgid "Exit the editor?" msgstr "Editor verlassen?" #: editor/editor_node.cpp msgid "Open Project Manager?" msgstr "Aktuelles Projekt schließen und zur Projektverwaltung zurückkehren?" #: editor/editor_node.cpp msgid "Save & Quit" msgstr "Speichern und beenden" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before quitting?" msgstr "Änderungen in den folgenden Szenen vor dem Schließen speichern?" #: editor/editor_node.cpp msgid "Save changes the following scene(s) before opening Project Manager?" msgstr "" "Änderungen in den folgenden Szenen vor dem Öffnen der Projektverwaltung " "speichern?" #: editor/editor_node.cpp msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" "Diese Option ist veraltet. Situationen die Neu-Laden erzwingen werden jetzt " "als Fehler betrachtet. Meldung erwünscht." #: editor/editor_node.cpp msgid "Pick a Main Scene" msgstr "Wähle eine Hauptszene" #: editor/editor_node.cpp msgid "Close Scene" msgstr "Szene schließen" #: editor/editor_node.cpp msgid "Reopen Closed Scene" msgstr "Geschlossene Szene erneut öffnen" #: editor/editor_node.cpp msgid "Unable to enable addon plugin at: '%s' parsing of config failed." msgstr "" "Erweiterung lässt sich nicht aktivieren: ‚%‘ Parsen der Konfiguration " "fehlgeschlagen." #: editor/editor_node.cpp msgid "Unable to find script field for addon plugin at: 'res://addons/%s'." msgstr "" "Skript-Feld für Erweiterung in ‚res://addons/%s‘ konnte nicht gefunden " "werden." #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s'." msgstr "Erweiterungsskript konnte nicht geladen werden: ‚%s‘." #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s' There seems to be an error in " "the code, please check the syntax." msgstr "" "Erweiterungsskript konnte nicht von folgendem Pfad geladen werden: ‚%s‘. Es " "scheint ein Fehler im Quellcode zu sein. Bitte Syntax überprüfen." #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" "Erweiterungsskript konnte nicht geladen werden: ‚%s‘ Basistyp ist nicht " "EditorPlugin." #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" "Erweiterungsskript konnte nicht geladen werden: ‚%s‘ Skript ist nicht im " "Werkzeugmodus." #: editor/editor_node.cpp msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" "To make changes to it, a new inherited scene can be created." msgstr "" "Szene ‚%s‘ wurde automatisch importiert und kann daher nicht verändert " "werden.\n" "Um Änderungen an der Szene vorzunehmen kann eine abgeleitete Szene erstellt " "werden." #: editor/editor_node.cpp msgid "" "Error loading scene, it must be inside the project path. Use 'Import' to " "open the scene, then save it inside the project path." msgstr "" "Fehler beim Laden der Szene. Sie muss innerhalb des Projektpfads liegen. Zum " "Beheben kann ‚Import→Szene‘ verwendet werden um sie zu öffnen. Danach sollte " "die Szene innerhalb des Projektpfades gespeichert werden." #: editor/editor_node.cpp msgid "Scene '%s' has broken dependencies:" msgstr "Szene '%s' hat defekte Abhängigkeiten:" #: editor/editor_node.cpp msgid "Clear Recent Scenes" msgstr "Verlauf leeren" #: editor/editor_node.cpp msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "Es wurde noch keine Hauptszene bestimmt, soll eine ausgewählt werden?\n" "Dies kann später in den Projekteinstellungen unter der Kategorie ‚Anwendung‘ " "geändert werden." #: editor/editor_node.cpp msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "Die ausgewählte Szene ‚%s‘ existiert nicht, soll eine gültige ausgewählt " "werden?\n" "Dies kann später in den Projekteinstellungen unter der Kategorie ‚Anwendung‘ " "geändert werden." #: editor/editor_node.cpp msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "Die ausgewählte Szene ‚%s‘ ist keine gültige Datei für eine Szene, soll eine " "andere ausgewählt werden?\n" "Dies kann später in den Projekteinstellungen unter der Kategorie ‚Anwendung‘ " "geändert werden." #: editor/editor_node.cpp msgid "Save Layout" msgstr "Layout speichern" #: editor/editor_node.cpp msgid "Delete Layout" msgstr "Layout löschen" #: editor/editor_node.cpp editor/import_dock.cpp #: editor/script_create_dialog.cpp msgid "Default" msgstr "Standard" #: editor/editor_node.cpp editor/editor_properties.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp msgid "Show in FileSystem" msgstr "Im Dateisystem anzeigen" #: editor/editor_node.cpp msgid "Play This Scene" msgstr "Diese Szene abspielen" #: editor/editor_node.cpp msgid "Close Tab" msgstr "Tab schließen" #: editor/editor_node.cpp msgid "Undo Close Tab" msgstr "Tab-Schließen rückgängig machen" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Close Other Tabs" msgstr "Andere Tabs schließen" #: editor/editor_node.cpp msgid "Close Tabs to the Right" msgstr "Tabs rechts schließen" #: editor/editor_node.cpp msgid "Close All Tabs" msgstr "Alle Tabs schließen" #: editor/editor_node.cpp msgid "Switch Scene Tab" msgstr "Szenentab wechseln" #: editor/editor_node.cpp msgid "%d more files or folders" msgstr "%d weitere Datei(en) oder Ordner" #: editor/editor_node.cpp msgid "%d more folders" msgstr "%d weitere(r) Ordner" #: editor/editor_node.cpp msgid "%d more files" msgstr "%d weitere Datei(en)" #: editor/editor_node.cpp msgid "Dock Position" msgstr "Leistenanordnung" #: editor/editor_node.cpp msgid "Distraction Free Mode" msgstr "Ablenkungsfreier Modus" #: editor/editor_node.cpp msgid "Toggle distraction-free mode." msgstr "Ablenkungsfreien Modus umschalten." #: editor/editor_node.cpp msgid "Add a new scene." msgstr "Eine neue Szene hinzufügen." #: editor/editor_node.cpp msgid "Scene" msgstr "Szene" #: editor/editor_node.cpp msgid "Go to previously opened scene." msgstr "Gehe zu vorher geöffneter Szene." #: editor/editor_node.cpp msgid "Copy Text" msgstr "Text kopieren" #: editor/editor_node.cpp msgid "Next tab" msgstr "Nächster Tab" #: editor/editor_node.cpp msgid "Previous tab" msgstr "Vorheriger Tab" #: editor/editor_node.cpp msgid "Filter Files..." msgstr "Dateien filtern..." #: editor/editor_node.cpp msgid "Operations with scene files." msgstr "Operationen mit Szenen Dateien." #: editor/editor_node.cpp msgid "New Scene" msgstr "Neue Szene" #: editor/editor_node.cpp msgid "New Inherited Scene..." msgstr "Neue geerbte Szene..." #: editor/editor_node.cpp msgid "Open Scene..." msgstr "Szene öffnen..." #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Open Recent" msgstr "Zuletzt benutzte Szenen" #: editor/editor_node.cpp msgid "Save Scene" msgstr "Szene speichern" #: editor/editor_node.cpp msgid "Save All Scenes" msgstr "Alle Szenen speichern" #: editor/editor_node.cpp msgid "Convert To..." msgstr "Umwandeln zu..." #: editor/editor_node.cpp msgid "MeshLibrary..." msgstr "Mesh-Bibliothek..." #: editor/editor_node.cpp msgid "TileSet..." msgstr "TileSet…" #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Undo" msgstr "Rückgängig machen" #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Redo" msgstr "Wiederherstellen" #: editor/editor_node.cpp msgid "Miscellaneous project or scene-wide tools." msgstr "Sonstiges Projekt oder szenenübergreifende Werkzeuge." #: editor/editor_node.cpp editor/project_manager.cpp #: editor/script_create_dialog.cpp msgid "Project" msgstr "Projekt" #: editor/editor_node.cpp msgid "Project Settings..." msgstr "Projekteinstellungen..." #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Version Control" msgstr "Versionsverwaltung" #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Set Up Version Control" msgstr "Versionsverwaltung einrichten" #: editor/editor_node.cpp msgid "Shut Down Version Control" msgstr "Versionsverwaltung beenden" #: editor/editor_node.cpp msgid "Export..." msgstr "Exportieren..." #: editor/editor_node.cpp msgid "Install Android Build Template..." msgstr "Android-Build-Vorlage installieren..." #: editor/editor_node.cpp msgid "Open Project Data Folder" msgstr "Projektdatenordner öffnen" #: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp msgid "Tools" msgstr "Werkzeuge" #: editor/editor_node.cpp msgid "Orphan Resource Explorer..." msgstr "Verwaltung nicht verwendeter Ressourcen…" #: editor/editor_node.cpp msgid "Quit to Project List" msgstr "Zur Projektverwaltung zurückkehren" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/project_export.cpp msgid "Debug" msgstr "Debuggen" #: editor/editor_node.cpp msgid "Deploy with Remote Debug" msgstr "Mit Fern-Fehlerbehebung starten" #: editor/editor_node.cpp msgid "" "When this option is enabled, using one-click deploy will make the executable " "attempt to connect to this computer's IP so the running project can be " "debugged.\n" "This option is intended to be used for remote debugging (typically with a " "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" "Wenn diese Option aktiviert ist, wird Ein-Klick-Aufspielen die Anwendung " "dazu veranlassen, sich mit der IP-Adresse dieses Rechners zum Debuggen des " "Projekts zu verbinden.\n" "Diese Option ist für Fern-Debugging gedacht (typischerweise mit einem " "Mobiltelefon).\n" "Sie wird nicht benötigt, um den lokalen GDScript-Debugger zu verwenden." #: editor/editor_node.cpp msgid "Small Deploy with Network Filesystem" msgstr "Kleines Aufspielen über Netzwerkdateisystem" #: editor/editor_node.cpp msgid "" "When this option is enabled, using one-click deploy for Android will only " "export an executable without the project data.\n" "The filesystem will be provided from the project by the editor over the " "network.\n" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" "Wenn diese Option aktiviert ist, wird Ein-Klick-Aufspielen nur eine " "ausführbare Datei ohne Projektdaten exportieren.\n" "Das Dateisystem wird dann vom Editor über das Netzwerk bereitgestellt.\n" "Bei Android wird hierbei USB zwecks höherer Übertragungsgeschwindigkeit " "benutzt. Diese Option verkürzt das Testen von Projekten mit großen " "Datenmengen." #: editor/editor_node.cpp msgid "Visible Collision Shapes" msgstr "Collision-Shapes sichtbar" #: editor/editor_node.cpp msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "" "Collision Shapes und Raycast-Nodes (für 2D und 3D) werden im laufenden " "Projekt angezeigt, wenn diese Option aktiviert ist." #: editor/editor_node.cpp msgid "Visible Navigation" msgstr "Navigation sichtbar" #: editor/editor_node.cpp msgid "" "When this option is enabled, navigation meshes and polygons will be visible " "in the running project." msgstr "" "Navigation Meshes und Polygone werden im laufenden Projekt angezeigt, wenn " "diese Option gewählt ist." #: editor/editor_node.cpp msgid "Synchronize Scene Changes" msgstr "Szenenänderungen synchronisieren" #: editor/editor_node.cpp msgid "" "When this option is enabled, any changes made to the scene in the editor " "will be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "Jegliche Änderungen der Szene im Editor werden im laufenden Spiel " "dargestellt, wenn diese Option aktiviert ist.\n" "Sollte dies beim Abspielen auf externen Geräten genutzt werden, ist es am " "effizientesten, das Netzwerk-Dateisystem zu aktivieren." #: editor/editor_node.cpp msgid "Synchronize Script Changes" msgstr "Skriptänderungen synchronisieren" #: editor/editor_node.cpp msgid "" "When this option is enabled, any script that is saved will be reloaded in " "the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "Wenn diese Option aktiviert ist, werden beim Abspeichern Skripte im " "laufenden Projekt neu geladen.\n" "Sollte dies beim Abspielen auf externen Geräten genutzt werden, ist es am " "effizientesten, das Netzwerk-Dateisystem zu aktivieren." #: editor/editor_node.cpp editor/script_create_dialog.cpp msgid "Editor" msgstr "Editor" #: editor/editor_node.cpp msgid "Editor Settings..." msgstr "Editoreinstellungen…" #: editor/editor_node.cpp msgid "Editor Layout" msgstr "Editorlayout" #: editor/editor_node.cpp msgid "Take Screenshot" msgstr "Bildschirmfoto erstellen" #: editor/editor_node.cpp msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "" "Bildschirmfotos werden im „Editor Data/Settings“-Verzeichnis gespeichert." #: editor/editor_node.cpp msgid "Toggle Fullscreen" msgstr "Vollbildmodus umschalten" #: editor/editor_node.cpp msgid "Toggle System Console" msgstr "Systemkonsole umschalten" #: editor/editor_node.cpp msgid "Open Editor Data/Settings Folder" msgstr "Editordaten-/Einstellungenordner öffnen" #: editor/editor_node.cpp msgid "Open Editor Data Folder" msgstr "Editordateiverzeichnis öffnen" #: editor/editor_node.cpp msgid "Open Editor Settings Folder" msgstr "Editoreinstellungenordner öffnen" #: editor/editor_node.cpp msgid "Manage Editor Features..." msgstr "Editorfunktionen verwalten…" #: editor/editor_node.cpp msgid "Manage Export Templates..." msgstr "Exportvorlagen verwalten…" #: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp msgid "Help" msgstr "Hilfe" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Search" msgstr "Suchen" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Online Docs" msgstr "Internetdokumentation" #: editor/editor_node.cpp msgid "Q&A" msgstr "Fragen & Antworten" #: editor/editor_node.cpp msgid "Report a Bug" msgstr "Fehler berichten" #: editor/editor_node.cpp msgid "Send Docs Feedback" msgstr "Dokumentationsvorschläge senden" #: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "Community" msgstr "Community" #: editor/editor_node.cpp msgid "About" msgstr "Über" #: editor/editor_node.cpp msgid "Play the project." msgstr "Projekt abspielen." #: editor/editor_node.cpp msgid "Play" msgstr "Abspielen" #: editor/editor_node.cpp msgid "Pause the scene execution for debugging." msgstr "Ausgeführte Szenen zum Debuggen anhalten." #: editor/editor_node.cpp msgid "Pause Scene" msgstr "Szene pausieren" #: editor/editor_node.cpp msgid "Stop the scene." msgstr "Szene stoppen." #: editor/editor_node.cpp msgid "Play the edited scene." msgstr "Spiele die bearbeitete Szene." #: editor/editor_node.cpp msgid "Play Scene" msgstr "Szene abspielen" #: editor/editor_node.cpp msgid "Play custom scene" msgstr "Spiele angepasste Szene" #: editor/editor_node.cpp msgid "Play Custom Scene" msgstr "Angepasste Szene abspielen" #: editor/editor_node.cpp msgid "Changing the video driver requires restarting the editor." msgstr "Das Ändern des Video-Treibers erfordert einen Neustart des Editors." #: editor/editor_node.cpp editor/project_settings_editor.cpp #: editor/settings_config_dialog.cpp msgid "Save & Restart" msgstr "Speichern & Neu starten" #: editor/editor_node.cpp msgid "Spins when the editor window redraws." msgstr "Dreht sich, wenn das Editorfenster neu gezeichnet wird." #: editor/editor_node.cpp msgid "Update Continuously" msgstr "Fortlaufend aktualisieren" #: editor/editor_node.cpp msgid "Update When Changed" msgstr "Bei Änderungen aktualisieren" #: editor/editor_node.cpp msgid "Hide Update Spinner" msgstr "Aktualisierungsanzeigerad ausblenden" #: editor/editor_node.cpp msgid "FileSystem" msgstr "Dateisystem" #: editor/editor_node.cpp msgid "Inspector" msgstr "Inspektor" #: editor/editor_node.cpp msgid "Expand Bottom Panel" msgstr "Unteres Panel vergrößern" #: editor/editor_node.cpp msgid "Output" msgstr "Ausgabe" #: editor/editor_node.cpp msgid "Don't Save" msgstr "Nicht speichern" #: editor/editor_node.cpp msgid "Android build template is missing, please install relevant templates." msgstr "" "Android-Build-Vorlage fehlt, Installation relevanter Vorlagen erforderlich." #: editor/editor_node.cpp msgid "Manage Templates" msgstr "Vorlagen verwalten" #: editor/editor_node.cpp msgid "" "This will set up your project for custom Android builds by installing the " "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" "Note that in order to make custom builds instead of using pre-built APKs, " "the \"Use Custom Build\" option should be enabled in the Android export " "preset." msgstr "" "Hiermit wird der Projektordner für beliebige Android-Builds eingerichtet in " "dem das Quell-Template nach „res://android/build“ installiert wird.\n" "Danach können eigene Modifikationen vorgenommen und ein eigens APK " "exportiert werden (Module hinzufügen, AndroidManifest.xml ändern, usw.).\n" "Achtung: Um eigene Builds, statt den vorgefertigten zu generieren, muss die " "„Use Custom Build“-Option in den Android-Export-Voreinstellungen aktiviert " "sein." #: editor/editor_node.cpp msgid "" "The Android build template is already installed in this project and it won't " "be overwritten.\n" "Remove the \"res://android/build\" directory manually before attempting this " "operation again." msgstr "" "Die Android-Build-Vorlage wurde bereits für dieses Projekt installiert und " "wird nicht überschrieben.\n" "Zur Ausführung dieses Befehls muss das „res://android/build“-Verzeichnis " "manuell gelöscht werden." #: editor/editor_node.cpp msgid "Import Templates From ZIP File" msgstr "Vorlagen aus ZIP-Datei importieren" #: editor/editor_node.cpp msgid "Template Package" msgstr "Vorlagenpaket" #: editor/editor_node.cpp msgid "Export Library" msgstr "Bibliothek exportieren" #: editor/editor_node.cpp msgid "Merge With Existing" msgstr "Mit existierendem vereinen" #: editor/editor_node.cpp msgid "Open & Run a Script" msgstr "Skript öffnen und ausführen" #: editor/editor_node.cpp #, fuzzy msgid "" "The following files are newer on disk.\n" "What action should be taken?" msgstr "" "Die folgenden Dateien wurden im Dateisystem verändert.\n" "Wie soll weiter vorgegangen werden?:" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Reload" msgstr "Neu laden" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Resave" msgstr "Erneut speichern" #: editor/editor_node.cpp msgid "New Inherited" msgstr "Neu Geerbte" #: editor/editor_node.cpp msgid "Load Errors" msgstr "Ladefehler" #: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Select" msgstr "Auswählen" #: editor/editor_node.cpp msgid "Open 2D Editor" msgstr "2D Editor öffnen" #: editor/editor_node.cpp msgid "Open 3D Editor" msgstr "3D Editor öffnen" #: editor/editor_node.cpp msgid "Open Script Editor" msgstr "Skripteditor öffnen" #: editor/editor_node.cpp editor/project_manager.cpp msgid "Open Asset Library" msgstr "Öffne Nutzerinhaltesammlung" #: editor/editor_node.cpp msgid "Open the next Editor" msgstr "Nächsten Editor öffnen" #: editor/editor_node.cpp msgid "Open the previous Editor" msgstr "Vorigen Editor öffnen" #: editor/editor_node.h msgid "Warning!" msgstr "Warnung!" #: editor/editor_path.cpp msgid "No sub-resources found." msgstr "Keine Unter-Ressourcen gefunden." #: editor/editor_plugin.cpp msgid "Creating Mesh Previews" msgstr "Mesh-Vorschauen erzeugen" #: editor/editor_plugin.cpp msgid "Thumbnail..." msgstr "Vorschau..." #: editor/editor_plugin_settings.cpp msgid "Main Script:" msgstr "Haupt-Skript:" #: editor/editor_plugin_settings.cpp msgid "Edit Plugin" msgstr "Plugin bearbeiten" #: editor/editor_plugin_settings.cpp msgid "Installed Plugins:" msgstr "Installierte Erweiterungen:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp msgid "Update" msgstr "Update" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Version:" msgstr "Version:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp msgid "Author:" msgstr "Autor:" #: editor/editor_plugin_settings.cpp msgid "Status:" msgstr "Status:" #: editor/editor_plugin_settings.cpp msgid "Edit:" msgstr "Bearbeiten:" #: editor/editor_profiler.cpp msgid "Measure:" msgstr "Messung:" #: editor/editor_profiler.cpp msgid "Frame Time (sec)" msgstr "Renderzeit (Sek)" #: editor/editor_profiler.cpp msgid "Average Time (sec)" msgstr "Renderzeit ⌀ (sek)" #: editor/editor_profiler.cpp msgid "Frame %" msgstr "Relative Renderzeit %" #: editor/editor_profiler.cpp msgid "Physics Frame %" msgstr "Physik-relative Renderzeit %" #: editor/editor_profiler.cpp msgid "Inclusive" msgstr "Gesamt" #: editor/editor_profiler.cpp msgid "Self" msgstr "Selbst" #: editor/editor_profiler.cpp msgid "Frame #:" msgstr "Bild #:" #: editor/editor_profiler.cpp msgid "Time" msgstr "Zeit" #: editor/editor_profiler.cpp msgid "Calls" msgstr "Aufrufe" #: editor/editor_properties.cpp msgid "Edit Text:" msgstr "Text bearbeiten:" #: editor/editor_properties.cpp editor/script_create_dialog.cpp msgid "On" msgstr "An" #: editor/editor_properties.cpp msgid "Layer" msgstr "Schicht" #: editor/editor_properties.cpp msgid "Bit %d, value %d" msgstr "Bit %d, Wert %d" #: editor/editor_properties.cpp msgid "[Empty]" msgstr "[leer]" #: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp msgid "Assign..." msgstr "Zuweisen..." #: editor/editor_properties.cpp msgid "Invalid RID" msgstr "Ungültige RID" #: editor/editor_properties.cpp msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." msgstr "" "Die ausgewählte Ressource (%s) stimmt mit keinem erwarteten Typ dieser " "Eigenschaft (%s) überein." #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" "ViewportTextures können nicht für Ressourcen erstellt werden die als Datei " "gespeichert sind.\n" "Diese Ressourcen müssen zu einer Szene gehören." #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on this resource because it's not set as " "local to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" "ViewportTexture kann für diese Ressource nicht erstellt werden weil sie " "nicht als lokal zu einer Szene markiert wurde.\n" "Bitte die ‚Lokal zu Szene‘-Eigenschaft an dieser Ressource aktivieren (und " "an allen Ressourcen die sie enthalten, bis zum nächsten Node)." #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Pick a Viewport" msgstr "Viewport auswählen" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "New Script" msgstr "Neues Skript" #: editor/editor_properties.cpp editor/scene_tree_dock.cpp msgid "Extend Script" msgstr "Skript erweitern" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "New %s" msgstr "Neues %s" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Make Unique" msgstr "Einzigartig machen" #: editor/editor_properties.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/tile_map_editor_plugin.cpp editor/property_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Einfügen" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Convert To %s" msgstr "Umwandeln zu %s" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Selected node is not a Viewport!" msgstr "Ausgewähltes Node ist kein Viewport!" #: editor/editor_properties_array_dict.cpp msgid "Size: " msgstr "Größe: " #: editor/editor_properties_array_dict.cpp msgid "Page: " msgstr "Seite: " #: editor/editor_properties_array_dict.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Item" msgstr "Entferne Element" #: editor/editor_properties_array_dict.cpp msgid "New Key:" msgstr "Neuer Schlüssel:" #: editor/editor_properties_array_dict.cpp msgid "New Value:" msgstr "Neuer Wert:" #: editor/editor_properties_array_dict.cpp msgid "Add Key/Value Pair" msgstr "Schlüssel-Wert-Paar hinzufügen" #: editor/editor_run_native.cpp msgid "" "No runnable export preset found for this platform.\n" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" "Keine ausführbare Exportvorlage für diese Plattform gefunden.\n" "Im Exportmenü kann eine Vorlage als ausführbar erstellt oder markiert werden." #: editor/editor_run_script.cpp msgid "Write your logic in the _run() method." msgstr "Spiellogik sollte mit der _run()-Methode beginnen." #: editor/editor_run_script.cpp msgid "There is an edited scene already." msgstr "Es besteht bereits eine bearbeitete Szene." #: editor/editor_run_script.cpp msgid "Couldn't instance script:" msgstr "Skript konnte nicht instanziert werden:" #: editor/editor_run_script.cpp msgid "Did you forget the 'tool' keyword?" msgstr "Hast du das 'tool' Schlüsselwort vergessen?" #: editor/editor_run_script.cpp msgid "Couldn't run script:" msgstr "Skript konnte nicht ausgeführt werden:" #: editor/editor_run_script.cpp msgid "Did you forget the '_run' method?" msgstr "Hast du die '_run' Methode vergessen?" #: editor/editor_spin_slider.cpp msgid "Hold Ctrl to round to integers. Hold Shift for more precise changes." msgstr "" "Strg-Taste halten um auf Ganzzahlen zu runden. Umschalt-Taste halten für " "präzisere Änderungen." #: editor/editor_sub_scene.cpp msgid "Select Node(s) to Import" msgstr "Selektiere Node(s) für den Import" #: editor/editor_sub_scene.cpp editor/project_manager.cpp msgid "Browse" msgstr "Durchsuchen" #: editor/editor_sub_scene.cpp msgid "Scene Path:" msgstr "Szenenpfad:" #: editor/editor_sub_scene.cpp msgid "Import From Node:" msgstr "Aus Node importieren:" #: editor/export_template_manager.cpp msgid "Redownload" msgstr "Erneut herunterladen" #: editor/export_template_manager.cpp msgid "Uninstall" msgstr "Deinstallieren" #: editor/export_template_manager.cpp msgid "(Installed)" msgstr "(Installiert)" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download" msgstr "Herunterladen" #: editor/export_template_manager.cpp msgid "Official export templates aren't available for development builds." msgstr "" "Für Entwicklungsversionen werden keine offizielle Exportvorlagen bereit " "gestellt." #: editor/export_template_manager.cpp msgid "(Missing)" msgstr "(Fehlend)" #: editor/export_template_manager.cpp msgid "(Current)" msgstr "(Aktuell)" #: editor/export_template_manager.cpp msgid "Retrieving mirrors, please wait..." msgstr "Mirrors werden geladen, bitte warten..." #: editor/export_template_manager.cpp msgid "Remove template version '%s'?" msgstr "Template-Version ‚%s‘ entfernen?" #: editor/export_template_manager.cpp msgid "Can't open export templates zip." msgstr "Exportvorlagen-ZIP-Datei konnte nicht geöffnet werden." #: editor/export_template_manager.cpp msgid "Invalid version.txt format inside templates: %s." msgstr "Ungültiges version.txt-Format in Templates: %s." #: editor/export_template_manager.cpp msgid "No version.txt found inside templates." msgstr "Keine version.txt in Templates gefunden." #: editor/export_template_manager.cpp msgid "Error creating path for templates:" msgstr "Fehler bei Erzeugen des Pfads für die Vorlagen:" #: editor/export_template_manager.cpp msgid "Extracting Export Templates" msgstr "Extrahiere Exportvorlagen" #: editor/export_template_manager.cpp msgid "Importing:" msgstr "Importiere:" #: editor/export_template_manager.cpp msgid "Error getting the list of mirrors." msgstr "Fehler beim Laden der Spiegelserver." #: editor/export_template_manager.cpp msgid "Error parsing JSON of mirror list. Please report this issue!" msgstr "" "Fehler beim Einlesen des JSON-Formats der Spiegelserverliste. Bitte diesen " "Fehler melden!" #: editor/export_template_manager.cpp msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" "Für diese Version wurde kein Downloadlink gefunden. Direkter Download steht " "nur für offizielle Veröffentlichungen bereit." #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve." msgstr "Kann nicht auflösen." #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect." msgstr "Kann nicht verbinden." #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response." msgstr "Keine Antwort." #: editor/export_template_manager.cpp msgid "Request Failed." msgstr "Anfrage fehlgeschlagen." #: editor/export_template_manager.cpp msgid "Redirect Loop." msgstr "Weiterleitungsschleife." #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed:" msgstr "Fehlgeschlagen:" #: editor/export_template_manager.cpp msgid "Download Complete." msgstr "Download abgeschlossen." #: editor/export_template_manager.cpp msgid "Cannot remove temporary file:" msgstr "Temporäre Datei kann nicht entfernt werden:" #: editor/export_template_manager.cpp msgid "" "Templates installation failed.\n" "The problematic templates archives can be found at '%s'." msgstr "" "Exportvorlagen-Installation fehlgeschlagen.\n" "Das problematische Exportvorlagen-Archiv befindet sich hier in ‚%s‘." #: editor/export_template_manager.cpp msgid "Error requesting URL:" msgstr "Fehler beim Abrufen der URL:" #: editor/export_template_manager.cpp msgid "Connecting to Mirror..." msgstr "Verbinde mit Mirror..." #: editor/export_template_manager.cpp msgid "Disconnected" msgstr "Getrennt" #: editor/export_template_manager.cpp msgid "Resolving" msgstr "Löse aus" #: editor/export_template_manager.cpp msgid "Can't Resolve" msgstr "Kann nicht aufgelöst werden" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connecting..." msgstr "Verbinde..." #: editor/export_template_manager.cpp msgid "Can't Connect" msgstr "Keine Verbindung möglich" #: editor/export_template_manager.cpp msgid "Connected" msgstr "Verbunden" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Requesting..." msgstr "Frage an..." #: editor/export_template_manager.cpp msgid "Downloading" msgstr "Wird heruntergeladen" #: editor/export_template_manager.cpp msgid "Connection Error" msgstr "Verbindungsfehler" #: editor/export_template_manager.cpp msgid "SSL Handshake Error" msgstr "SSL-Handshake-Fehler" #: editor/export_template_manager.cpp msgid "Uncompressing Android Build Sources" msgstr "Android-Build-Quellen werden entpackt" #: editor/export_template_manager.cpp msgid "Current Version:" msgstr "Aktuelle Version:" #: editor/export_template_manager.cpp msgid "Installed Versions:" msgstr "Installierte Versionen:" #: editor/export_template_manager.cpp msgid "Install From File" msgstr "Installiere aus Datei" #: editor/export_template_manager.cpp msgid "Remove Template" msgstr "Entferne Vorlage" #: editor/export_template_manager.cpp msgid "Select Template File" msgstr "Vorlagendatei auswählen" #: editor/export_template_manager.cpp msgid "Godot Export Templates" msgstr "Godot Exportvorlagen" #: editor/export_template_manager.cpp msgid "Export Template Manager" msgstr "Exportvorlagenverwaltung" #: editor/export_template_manager.cpp msgid "Download Templates" msgstr "Lade Template herunter" #: editor/export_template_manager.cpp msgid "Select mirror from list: (Shift+Click: Open in Browser)" msgstr "Mirror aus Liste auswählen: (Umsch-Klick: In Browser öffnen)" #: editor/filesystem_dock.cpp msgid "Favorites" msgstr "Favoriten" #: editor/filesystem_dock.cpp msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" "Status: Dateiimport fehlgeschlagen. Manuelle Reparatur und Neuimport nötig." #: editor/filesystem_dock.cpp msgid "Cannot move/rename resources root." msgstr "Ressourcen-Wurzel kann nicht verschoben oder umbenannt werden." #: editor/filesystem_dock.cpp msgid "Cannot move a folder into itself." msgstr "Ordner kann nicht in sich selbst verschoben werden." #: editor/filesystem_dock.cpp msgid "Error moving:" msgstr "Fehler beim Verschieben:" #: editor/filesystem_dock.cpp msgid "Error duplicating:" msgstr "Fehler beim Duplizieren:" #: editor/filesystem_dock.cpp msgid "Unable to update dependencies:" msgstr "Fehler beim Aktualisieren der Abhängigkeiten:" #: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp msgid "No name provided." msgstr "Kein Name angegeben." #: editor/filesystem_dock.cpp msgid "Provided name contains invalid characters." msgstr "Angegebener Name enthält ungültige Zeichen." #: editor/filesystem_dock.cpp msgid "A file or folder with this name already exists." msgstr "Es existiert bereits eine Datei oder ein Ordner mit diesem Namen." #: editor/filesystem_dock.cpp msgid "Name contains invalid characters." msgstr "Name enthält ungültige Zeichen." #: editor/filesystem_dock.cpp msgid "" "The following files or folders conflict with items in the target location " "'%s':\n" "\n" "%s\n" "\n" "Do you wish to overwrite them?" msgstr "" "Die folgenen Dateien oder Ordner stehen im Konflikt mit Objekten im Zielpfad " "‚%s‘:\n" "\n" "%s\n" "\n" "Soll überschrieben werden?" #: editor/filesystem_dock.cpp msgid "Renaming file:" msgstr "Benenne Datei um:" #: editor/filesystem_dock.cpp msgid "Renaming folder:" msgstr "Benenne Ordner um:" #: editor/filesystem_dock.cpp msgid "Duplicating file:" msgstr "Dupliziere Datei:" #: editor/filesystem_dock.cpp msgid "Duplicating folder:" msgstr "Dupliziere Ordner:" #: editor/filesystem_dock.cpp msgid "New Inherited Scene" msgstr "Neue geerbte Szene" #: editor/filesystem_dock.cpp msgid "Set As Main Scene" msgstr "Als Hauptszene setzen" #: editor/filesystem_dock.cpp msgid "Open Scenes" msgstr "Szenen öffnen" #: editor/filesystem_dock.cpp msgid "Instance" msgstr "Instanz" #: editor/filesystem_dock.cpp msgid "Add to Favorites" msgstr "Zu Favoriten hinzufügen" #: editor/filesystem_dock.cpp msgid "Remove from Favorites" msgstr "Aus Favoriten entfernen" #: editor/filesystem_dock.cpp msgid "Edit Dependencies..." msgstr "Abhängigkeiten bearbeiten..." #: editor/filesystem_dock.cpp msgid "View Owners..." msgstr "Zeige Besitzer..." #: editor/filesystem_dock.cpp msgid "Move To..." msgstr "Verschiebe zu..." #: editor/filesystem_dock.cpp msgid "New Scene..." msgstr "Neue Szene…" #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "New Script..." msgstr "Neues Skript..." #: editor/filesystem_dock.cpp msgid "New Resource..." msgstr "Neue Ressource..." #: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Expand All" msgstr "Alle ausklappen" #: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Collapse All" msgstr "Alle einklappen" #: editor/filesystem_dock.cpp msgid "Duplicate..." msgstr "Duplizieren..." #: editor/filesystem_dock.cpp msgid "Move to Trash" msgstr "In Papierkorb werfen" #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Rename..." msgstr "Umbenennen..." #: editor/filesystem_dock.cpp msgid "Previous Folder/File" msgstr "Vorherige(r) Ordner/Datei" #: editor/filesystem_dock.cpp msgid "Next Folder/File" msgstr "Nächste(r) Ordner/Datei" #: editor/filesystem_dock.cpp msgid "Re-Scan Filesystem" msgstr "Dateisystem erneut einlesen" #: editor/filesystem_dock.cpp msgid "Toggle Split Mode" msgstr "Geteilten Modus umschalten" #: editor/filesystem_dock.cpp msgid "Search files" msgstr "Dateien suchen" #: editor/filesystem_dock.cpp msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" "Lese Dateien,\n" "Bitte warten..." #: editor/filesystem_dock.cpp msgid "Move" msgstr "Verschieben" #: editor/filesystem_dock.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/project_manager.cpp editor/rename_dialog.cpp #: editor/scene_tree_dock.cpp msgid "Rename" msgstr "Umbenennen" #: editor/filesystem_dock.cpp msgid "Overwrite" msgstr "Überschreiben" #: editor/filesystem_dock.cpp msgid "Create Scene" msgstr "Szene erstellen" #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "Create Script" msgstr "Erstelle Skript" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp msgid "Find in Files" msgstr "In Dateien suchen" #: editor/find_in_files.cpp msgid "Find:" msgstr "Suche:" #: editor/find_in_files.cpp msgid "Folder:" msgstr "Verzeichnis:" #: editor/find_in_files.cpp msgid "Filters:" msgstr "Filter:" #: editor/find_in_files.cpp msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" "Dateien mit den folgenden Endungen werden hinzugefügt. In den " "Projekteinstellungen änderbar." #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find..." msgstr "Finde..." #: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp msgid "Replace..." msgstr "Ersetzen..." #: editor/find_in_files.cpp editor/progress_dialog.cpp scene/gui/dialogs.cpp msgid "Cancel" msgstr "Abbrechen" #: editor/find_in_files.cpp msgid "Find: " msgstr "Suche: " #: editor/find_in_files.cpp msgid "Replace: " msgstr "Ersetzen: " #: editor/find_in_files.cpp msgid "Replace all (no undo)" msgstr "Alle ersetzen (nicht rückgängig)" #: editor/find_in_files.cpp msgid "Searching..." msgstr "Am suchen..." #: editor/find_in_files.cpp msgid "%d match in %d file." msgstr "%d Übereinstimmung in %d Datei gefunden." #: editor/find_in_files.cpp msgid "%d matches in %d file." msgstr "%d Übereinstimmungen in %d Datei gefunden." #: editor/find_in_files.cpp msgid "%d matches in %d files." msgstr "%d Übereinstimmungen in %d Dateien gefunden." #: editor/groups_editor.cpp msgid "Add to Group" msgstr "Zu Gruppe hinzufügen" #: editor/groups_editor.cpp msgid "Remove from Group" msgstr "Aus Gruppe entfernen" #: editor/groups_editor.cpp msgid "Group name already exists." msgstr "Gruppenname existiert bereits." #: editor/groups_editor.cpp msgid "Invalid group name." msgstr "Ungültiger Gruppenname." #: editor/groups_editor.cpp msgid "Rename Group" msgstr "Gruppe umbenennen" #: editor/groups_editor.cpp msgid "Delete Group" msgstr "Gruppe löschen" #: editor/groups_editor.cpp editor/node_dock.cpp msgid "Groups" msgstr "Gruppen" #: editor/groups_editor.cpp msgid "Nodes Not in Group" msgstr "Nodes nicht in Gruppe" #: editor/groups_editor.cpp editor/scene_tree_dock.cpp #: editor/scene_tree_editor.cpp msgid "Filter nodes" msgstr "Nodes filtern" #: editor/groups_editor.cpp msgid "Nodes in Group" msgstr "Nodes in Gruppe" #: editor/groups_editor.cpp msgid "Empty groups will be automatically removed." msgstr "Leere Gruppen werden automatisch entfernt." #: editor/groups_editor.cpp msgid "Group Editor" msgstr "Gruppeneditor" #: editor/groups_editor.cpp msgid "Manage Groups" msgstr "Gruppen verwalten" #: editor/import/resource_importer_scene.cpp msgid "Import as Single Scene" msgstr "Als einzelne Szene importieren" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Animations" msgstr "Import mit separaten Animationen" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials" msgstr "Import mit separaten Materialien" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects" msgstr "Import mit separaten Objekten" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials" msgstr "Import mit separaten Objekten und Materialien" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Animations" msgstr "Import mit separaten Objekten und Animationen" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials+Animations" msgstr "Import mit separaten Materialien und Animationen" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials+Animations" msgstr "Import mit separaten Objekten, Materialien und Animationen" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes" msgstr "Als mehrere Szenen importieren" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes+Materials" msgstr "Import als mehrere Szenen und Materialien" #: editor/import/resource_importer_scene.cpp #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import Scene" msgstr "Szene importieren" #: editor/import/resource_importer_scene.cpp msgid "Importing Scene..." msgstr "Szene wird importiert..." #: editor/import/resource_importer_scene.cpp msgid "Generating Lightmaps" msgstr "Generiere Lightmaps" #: editor/import/resource_importer_scene.cpp msgid "Generating for Mesh: " msgstr "Generierung für Mesh: " #: editor/import/resource_importer_scene.cpp msgid "Running Custom Script..." msgstr "Angepasstes Skript wird ausgeführt..." #: editor/import/resource_importer_scene.cpp msgid "Couldn't load post-import script:" msgstr "Post-Import Skript konnte nicht geladen werden:" #: editor/import/resource_importer_scene.cpp msgid "Invalid/broken script for post-import (check console):" msgstr "Ungültiges oder fehlerhaftes Skript für Post-Import (siehe Konsole):" #: editor/import/resource_importer_scene.cpp msgid "Error running post-import script:" msgstr "Fehler beim ausführen des Post-Import Skripts:" #: editor/import/resource_importer_scene.cpp msgid "Did you return a Node-derived object in the `post_import()` method?" msgstr "" "Wurde ein von Node abstammendes Objekt in der ‚post_import()‘-Methode " "zurückgegeben?" #: editor/import/resource_importer_scene.cpp msgid "Saving..." msgstr "Speichere..." #: editor/import_dock.cpp msgid "%d Files" msgstr "%d Dateien" #: editor/import_dock.cpp msgid "Set as Default for '%s'" msgstr "Als Standard für ‚%s‘ setzen" #: editor/import_dock.cpp msgid "Clear Default for '%s'" msgstr "Standard für ‚%s‘ löschen" #: editor/import_dock.cpp msgid "Import As:" msgstr "Importiere als:" #: editor/import_dock.cpp msgid "Preset" msgstr "Vorlage" #: editor/import_dock.cpp msgid "Reimport" msgstr "Neuimport" #: editor/import_dock.cpp msgid "Save Scenes, Re-Import, and Restart" msgstr "Szenen speichern, reimportieren und neu starten" #: editor/import_dock.cpp msgid "Changing the type of an imported file requires editor restart." msgstr "" "Den Typ einer importierten Datei zu ändern erfordert einen Neustart des " "Editors." #: editor/import_dock.cpp msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "" "ACHTUNG: Es existieren Inhalte die diese Ressource nutzen und nachher " "möglicherweise nicht mehr ordnungsgemäß laden können." #: editor/inspector_dock.cpp msgid "Failed to load resource." msgstr "Laden der Ressource gescheitert." #: editor/inspector_dock.cpp msgid "Expand All Properties" msgstr "Alle Eigenschaften ausklappen" #: editor/inspector_dock.cpp msgid "Collapse All Properties" msgstr "Alle Eigenschaften einklappen" #: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Save As..." msgstr "Speichern als..." #: editor/inspector_dock.cpp msgid "Copy Params" msgstr "Parameter kopieren" #: editor/inspector_dock.cpp msgid "Edit Resource Clipboard" msgstr "Ressourcen-Zwischenablage bearbeiten" #: editor/inspector_dock.cpp msgid "Copy Resource" msgstr "Ressource kopieren" #: editor/inspector_dock.cpp msgid "Make Built-In" msgstr "Einbetten" #: editor/inspector_dock.cpp msgid "Make Sub-Resources Unique" msgstr "Unter-Ressource einzigartig machen" #: editor/inspector_dock.cpp msgid "Open in Help" msgstr "In Hilfe öffnen" #: editor/inspector_dock.cpp msgid "Create a new resource in memory and edit it." msgstr "Erstelle eine neue Ressource im Speicher und bearbeite sie." #: editor/inspector_dock.cpp msgid "Load an existing resource from disk and edit it." msgstr "Lade eine bestehende Ressource von der Festplatte und bearbeite sie." #: editor/inspector_dock.cpp msgid "Save the currently edited resource." msgstr "Speichere die so eben bearbeitete Ressource." #: editor/inspector_dock.cpp msgid "Go to the previous edited object in history." msgstr "Gehe zum vorherigen bearbeiteten Objekt im Verlauf." #: editor/inspector_dock.cpp msgid "Go to the next edited object in history." msgstr "Gehe zum nächsten bearbeiteten Objekt im Verlauf." #: editor/inspector_dock.cpp msgid "History of recently edited objects." msgstr "Verlauf der zuletzt bearbeiteten Objekte." #: editor/inspector_dock.cpp msgid "Object properties." msgstr "Objekteigenschaften." #: editor/inspector_dock.cpp msgid "Filter properties" msgstr "Eigenschaften filtern" #: editor/inspector_dock.cpp msgid "Changes may be lost!" msgstr "Änderungen können verloren gehen!" #: editor/multi_node_edit.cpp msgid "MultiNode Set" msgstr "MultiNode setzen" #: editor/node_dock.cpp msgid "Select a single node to edit its signals and groups." msgstr "" "Ein einzelnes Node auswählen um seine Signale und Gruppen zu bearbeiten." #: editor/plugin_config_dialog.cpp msgid "Edit a Plugin" msgstr "Ein Plugin bearbeiten" #: editor/plugin_config_dialog.cpp msgid "Create a Plugin" msgstr "Ein Plugin erstellen" #: editor/plugin_config_dialog.cpp msgid "Plugin Name:" msgstr "Pluginname:" #: editor/plugin_config_dialog.cpp msgid "Subfolder:" msgstr "Unterverzeichnis:" #: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp msgid "Language:" msgstr "Sprache:" #: editor/plugin_config_dialog.cpp msgid "Script Name:" msgstr "Skriptname:" #: editor/plugin_config_dialog.cpp msgid "Activate now?" msgstr "Sofort aktivieren?" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon" msgstr "Polygon erstellen" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create points." msgstr "Punkte erstellen." #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "" "Edit points.\n" "LMB: Move Point\n" "RMB: Erase Point" msgstr "" "Punkt bearbeiten:\n" "LMT: Punkt verschieben\n" "RMT: Punkt löschen" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Erase points." msgstr "Punkte löschen." #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon" msgstr "Polygon bearbeiten" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Insert Point" msgstr "Punkt einfügen" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon (Remove Point)" msgstr "Polygon bearbeiten (Punkt entfernen)" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Remove Polygon And Point" msgstr "Polygon und Punkt entfernen" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Animation" msgstr "Animation hinzufügen" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Load..." msgstr "Lade..." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Move Node Point" msgstr "Node-Punkt verschieben" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Limits" msgstr "BlendSpace1D-Grenzwerte ändern" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Labels" msgstr "BlendSpace1D-Beschriftungen ändern" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "This type of node can't be used. Only root nodes are allowed." msgstr "" "Dieser Node-Typ kann nicht verwendet werden. Nur Wurzel-Nodes sind möglich." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Node Point" msgstr "Node-Punkt hinzufügen" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Animation Point" msgstr "Animationspunkt hinzufügen" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Remove BlendSpace1D Point" msgstr "BlendSpace1D-Punkt entfernen" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Move BlendSpace1D Node Point" msgstr "BlendSpace1D-Node-Punkt verschieben" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "" "AnimationTree is inactive.\n" "Activate to enable playback, check node warnings if activation fails." msgstr "" "AnimationTree ist inaktiv.\n" "Aktivieren um Abspielen zu starten, Node-Warnungen sollten überprüft werden " "falls Aktivierung fehlschlägt." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Set the blending position within the space" msgstr "Übergangsposition innerhalb des Raums setzen" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Select and move points, create points with RMB." msgstr "Punkte auswählen und verschieben, erstellen mit RMT." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp scene/gui/graph_edit.cpp msgid "Enable snap and show grid." msgstr "Schnapp- und Anzeigeraster aktivieren." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Point" msgstr "Punkt" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Open Editor" msgstr "Editor öffnen" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Open Animation Node" msgstr "Animations-Node öffnen" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Triangle already exists." msgstr "Dreieck existiert bereits." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Triangle" msgstr "Dreieck hinzufügen" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Limits" msgstr "BlendSpace2D-Grenzwerte ändern" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Labels" msgstr "BlendSpace2D-Beschriftungen ändern" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Point" msgstr "BlendSpace2D-Punkt entfernen" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Triangle" msgstr "BlendSpace2D-Dreieck entfernen" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "BlendSpace2D does not belong to an AnimationTree node." msgstr "BlendSpace2D gehört nicht zu einem AnimationTree-Node." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "No triangles exist, so no blending can take place." msgstr "Es existieren keine Dreiecke, Vermischen nicht möglich." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Toggle Auto Triangles" msgstr "Automatische Dreiecke umschalten" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create triangles by connecting points." msgstr "Dreiecke durch Punkteverbinden herstellen." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Erase points and triangles." msgstr "Punkte und Dreiecke löschen." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Generate blend triangles automatically (instead of manually)" msgstr "Vermischungsdreiecke automatisch erstellen (statt manuell)" #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend:" msgstr "Blende:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Parameter Changed" msgstr "Parameter geändert" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Filters" msgstr "Filter bearbeiten" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Output node can't be added to the blend tree." msgstr "Ausgabe-Node kann nicht zum Mischungsbaum hinzugefügt werden." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Add Node to BlendTree" msgstr "Node zu BlendTree hinzufügen" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Node Moved" msgstr "Node verschoben" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "" "Verbindung nicht möglich, Port ist eventuell bereits in Benutzung oder " "Verbindung ist ungültig." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Connected" msgstr "Nodes verbunden" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Disconnected" msgstr "Nodes getrennt" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Set Animation" msgstr "Animation setzen" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Node" msgstr "Node löschen" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/scene_tree_dock.cpp msgid "Delete Node(s)" msgstr "Node(s) löschen" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Toggle Filter On/Off" msgstr "Filter ein-/ausschalten" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Change Filter" msgstr "Filter ändern" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "No animation player set, so unable to retrieve track names." msgstr "" "Kein Animationsspieler festgelegt, Spurnamen können nicht abgerufen werden." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Player path set is invalid, so unable to retrieve track names." msgstr "" "Animationsspieler-Pfad ist ungültig, Spurnamen können nicht abgerufen werden." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" "Animationsspieler hat keinen gültigen Wurzel-Node-Pfad, Spurnamen können " "nicht abgerufen werden." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Anim Clips" msgstr "Animationsausschnitt" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Audio Clips" msgstr "Audioausschnitt" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Functions" msgstr "Funktionen" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Renamed" msgstr "Node umbenannt" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node..." msgstr "Knoten hinzufügen..." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "Edit Filtered Tracks:" msgstr "Gefilterte Spuren bearbeiten:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Enable Filtering" msgstr "Filtern aktivieren" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Toggle Autoplay" msgstr "Automatisches Abspielen umschalten" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Animation Name:" msgstr "Neuer Animationsname:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Anim" msgstr "Neue Animation" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Animation Name:" msgstr "Animationsname ändern:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation?" msgstr "Animation löschen?" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Remove Animation" msgstr "Animation entfernen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Invalid animation name!" msgstr "Ungültiger Animationsname!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation name already exists!" msgstr "Animationsname existiert bereits!" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Rename Animation" msgstr "Animation umbenennen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Next Changed" msgstr "Blende über in nächste Geänderte" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Blend Time" msgstr "Überblendungszeit ändern" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Load Animation" msgstr "Animation laden" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate Animation" msgstr "Animation duplizieren" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to copy!" msgstr "Keine Animation zum kopieren!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation resource on clipboard!" msgstr "Keine Animations-Ressource in der Zwischenablage!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pasted Animation" msgstr "Eingefügte Animation" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Paste Animation" msgstr "Animation einfügen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to edit!" msgstr "Keine Animation zum bearbeiten!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from current pos. (A)" msgstr "Spiele ausgewählte Animation rückwärts von aktueller Position. (A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from end. (Shift+A)" msgstr "Spiele ausgewählte Animation rückwärts vom Ende. (Umschalt+A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Stop animation playback. (S)" msgstr "Stoppe Animations-Wiedergabe. (S)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from start. (Shift+D)" msgstr "Spiele ausgewählte Animation vom Start. (Umschalt+D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from current pos. (D)" msgstr "Spiele ausgewählte Animation von aktueller Position. (D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation position (in seconds)." msgstr "Position der Animation (in Sekunden)." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Scale animation playback globally for the node." msgstr "Animationsablauf für diesen Node global skalieren." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Tools" msgstr "Animationswerkzeuge" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation" msgstr "Animation" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Edit Transitions..." msgstr "Übergänge bearbeiten..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Open in Inspector" msgstr "Im Inspektor öffnen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Display list of animations in player." msgstr "Liste der Animationen im Player anzeigen." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Autoplay on Load" msgstr "Beim Laden automatisch abspielen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Enable Onion Skinning" msgstr "Zwiebelhaut aktivieren" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Onion Skinning Options" msgstr "Zwiebelhaut-Einstellungen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Directions" msgstr "Richtungen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Past" msgstr "Vergangenheit" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Future" msgstr "Zukunft" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Depth" msgstr "Tiefe" #: editor/plugins/animation_player_editor_plugin.cpp msgid "1 step" msgstr "1 Schicht" #: editor/plugins/animation_player_editor_plugin.cpp msgid "2 steps" msgstr "2 Schichten" #: editor/plugins/animation_player_editor_plugin.cpp msgid "3 steps" msgstr "3 Schichten" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Differences Only" msgstr "nur Unterschiede" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Force White Modulate" msgstr "Weißmodulation erzwingen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Include Gizmos (3D)" msgstr "3D-Manipulator einbeziehen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pin AnimationPlayer" msgstr "Animationsspieler anheften" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Create New Animation" msgstr "Neue Animation erstellen" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Name:" msgstr "Animationsname:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp msgid "Error!" msgstr "Fehler!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Times:" msgstr "Übergangszeiten:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Next (Auto Queue):" msgstr "Nächste (Automatische Warteschlange):" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Cross-Animation Blend Times" msgstr "Übergangszeiten kreuzender Animationen" #: editor/plugins/animation_state_machine_editor.cpp msgid "Move Node" msgstr "Node verschieben" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition exists!" msgstr "Übergang existiert bereits!" #: editor/plugins/animation_state_machine_editor.cpp msgid "Add Transition" msgstr "Übergang hinzufügen" #: editor/plugins/animation_state_machine_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Node" msgstr "Node hinzufügen" #: editor/plugins/animation_state_machine_editor.cpp msgid "End" msgstr "Ende" #: editor/plugins/animation_state_machine_editor.cpp msgid "Immediate" msgstr "Unmittelbar" #: editor/plugins/animation_state_machine_editor.cpp msgid "Sync" msgstr "Synchronisieren" #: editor/plugins/animation_state_machine_editor.cpp msgid "At End" msgstr "Am Ende" #: editor/plugins/animation_state_machine_editor.cpp msgid "Travel" msgstr "Reisen" #: editor/plugins/animation_state_machine_editor.cpp msgid "Start and end nodes are needed for a sub-transition." msgstr "Star- und End-Nodes werden für Sub-Transition benötigt." #: editor/plugins/animation_state_machine_editor.cpp msgid "No playback resource set at path: %s." msgstr "Keine Abspiel-Ressource festgelegt im Pfad: %s." #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Removed" msgstr "Node entfernt" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition Removed" msgstr "Übergang entfernt" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set Start Node (Autoplay)" msgstr "Start-Node setzen (Automatisches Abspielen)" #: editor/plugins/animation_state_machine_editor.cpp msgid "" "Select and move nodes.\n" "RMB to add new nodes.\n" "Shift+LMB to create connections." msgstr "" "Node auswählen und verschieben.\n" "RMT zum Hinzufügen neuer Nodes.\n" "Umsch-LMT um Verbindungen herzustellen." #: editor/plugins/animation_state_machine_editor.cpp msgid "Create new nodes." msgstr "Neue Nodes erstellen." #: editor/plugins/animation_state_machine_editor.cpp msgid "Connect nodes." msgstr "Nodes verbinden." #: editor/plugins/animation_state_machine_editor.cpp msgid "Remove selected node or transition." msgstr "Ausgewählten Node oder Übergang entfernen." #: editor/plugins/animation_state_machine_editor.cpp msgid "Toggle autoplay this animation on start, restart or seek to zero." msgstr "" "Automatische Abspielen dieser Animation zum Start, Neustart oder bei Sprung " "zu Null festlegen." #: editor/plugins/animation_state_machine_editor.cpp msgid "Set the end animation. This is useful for sub-transitions." msgstr "End-Animation festlegen. Hilfreich bei Sub-Transitionen." #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition: " msgstr "Übergang: " #: editor/plugins/animation_state_machine_editor.cpp msgid "Play Mode:" msgstr "Abspielmodus:" #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "AnimationTree" msgstr "AnimationTree" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "New name:" msgstr "Neuer Name:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Scale:" msgstr "Skalierung:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade In (s):" msgstr "Einblenden (s):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade Out (s):" msgstr "Ausblenden (s):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend" msgstr "Blenden" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix" msgstr "Mischen" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Auto Restart:" msgstr "Automatisch neu starten:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Restart (s):" msgstr "Neu starten (s):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Random Restart (s):" msgstr "Zufällig neu starten (s):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Start!" msgstr "Start!" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Amount:" msgstr "Menge:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 0:" msgstr "Blende 0:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 1:" msgstr "Blende 1:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "X-Fade Time (s):" msgstr "Überblendungszeit (s):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Current:" msgstr "Laufend:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Input" msgstr "Eingang hinzufügen" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Clear Auto-Advance" msgstr "Stoppe automatischen Vorsprung" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Set Auto-Advance" msgstr "Starte automatisches Weitergehen" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Delete Input" msgstr "Eingang löschen" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is valid." msgstr "Animationsbaum ist gültig." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is invalid." msgstr "Animationsbaum ist ungültig." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation Node" msgstr "Animations-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "OneShot Node" msgstr "Einfach-Aufruf-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix Node" msgstr "Misch-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend2 Node" msgstr "Blend2-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend3 Node" msgstr "Blend3-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend4 Node" msgstr "Blend4-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeScale Node" msgstr "Zeitskalier-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeSeek Node" msgstr "Zeitsuch-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Transition Node" msgstr "Übergang-Node" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Import Animations..." msgstr "Animationen importieren..." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Node Filters" msgstr "Nodefilter bearbeiten" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Filters..." msgstr "Filter..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Contents:" msgstr "Inhalt:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "View Files" msgstr "Dateien anzeigen" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connection error, please try again." msgstr "Verbindungsfehler, bitte erneut versuchen." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect to host:" msgstr "Kann nicht zu Host verbinden:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response from host:" msgstr "Keine Antwort von Host:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve hostname:" msgstr "Kann Hostnamen nicht auflösen:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, return code:" msgstr "Anfrage fehlgeschlagen: Rückgabewert:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed." msgstr "Anfrage fehlgeschlagen." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Cannot save response to:" msgstr "Kann Antwort nicht speichern in:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Write error." msgstr "Schreibfehler." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, too many redirects" msgstr "Anfrage fehlgeschlagen, zu viele Weiterleitungen" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Redirect loop." msgstr "Weiterleitungsschleife." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, timeout" msgstr "Anfrage fehlgeschlagen, Zeitüberschreitung" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Timeout." msgstr "Zeitüberschreitung." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Bad download hash, assuming file has been tampered with." msgstr "Falsche Download-Prüfsumme, Datei könnte manipuliert worden sein." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Expected:" msgstr "Erwartet:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Got:" msgstr "Erhalten:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed sha256 hash check" msgstr "Sha256-Prüfung fehlgeschlagen" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Asset Download Error:" msgstr "Nutzerinhalte-Download-Fehler:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading (%s / %s)..." msgstr "Wird heruntergeladen (%s / %s)..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading..." msgstr "Wird heruntergeladen..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Resolving..." msgstr "Löse auf..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Error making request" msgstr "Fehler bei Anfrage" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Idle" msgstr "Leerlauf" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Install..." msgstr "Installieren..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Retry" msgstr "Erneut versuchen" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download Error" msgstr "Downloadfehler" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download for this asset is already in progress!" msgstr "Dieser Nutzerinhalt wird bereits herunter geladen!" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Recently Updated" msgstr "Kürzlich aktualisiert" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Least Recently Updated" msgstr "Lange nicht aktualisiert" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (A-Z)" msgstr "Name (A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (Z-A)" msgstr "Name (Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (A-Z)" msgstr "Lizenz (A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (Z-A)" msgstr "Lizenz (Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "First" msgstr "Erste" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Previous" msgstr "Vorherige" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Next" msgstr "Nächste" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Last" msgstr "Letzte" #: editor/plugins/asset_library_editor_plugin.cpp msgid "All" msgstr "Alle" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No results for \"%s\"." msgstr "Keine Ergebnisse für \"%s\"." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Import..." msgstr "Importieren…" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Plugins..." msgstr "Erweiterungen…" #: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp msgid "Sort:" msgstr "Sortiere:" #: editor/plugins/asset_library_editor_plugin.cpp #: editor/project_settings_editor.cpp msgid "Category:" msgstr "Kategorie:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Site:" msgstr "Seite:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Support" msgstr "Stabilität" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Official" msgstr "Offiziell" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Testing" msgstr "Testphase" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Loading..." msgstr "Lade…" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Assets ZIP File" msgstr "Nutzerinhalte als ZIP-Datei" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene and try again." msgstr "" "Ein Speicherpfad für Lightmap-Bilder kann nicht bestimmt werden.\n" "Ein Speichern der Szene sollte dieses Problem beheben." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." msgstr "" "Keine Meshes zum vorrendern vorhanden. Meshes, die vorgerendert werden " "sollen, müssen einen UV2-Kanal beinhalten und die ‚Bake Light‘-Option " "aktiviert haben." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed creating lightmap images, make sure path is writable." msgstr "" "Erstellung der Lightmap-Bilder fehlgeschlagen. Stellen Sie sicher, dass der " "Speicherpfad beschreibbar ist." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed determining lightmap size. Maximum lightmap size too small?" msgstr "" "Die Größe des Lightmaps kann nicht bestimmt werden. Möglicherweise ist die " "maximale Lightmap-Größe zu klein." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Some mesh is invalid. Make sure the UV2 channel values are contained within " "the [0.0,1.0] square region." msgstr "" "Ein Mesh ist ungültig. Es muss sichergestellt sein dass alle Werte das UV2-" "Kanals im Bereich von 0.0 bis 1.0 liegen." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Godot editor was built without ray tracing support, lightmaps can't be baked." msgstr "" "Diese Godot-Version wurde ohne Raytracing-Unterstützung erstellt, Lightmaps " "können damit nicht gebacken werden." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Bake Lightmaps" msgstr "Lightmaps vorrendern" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Select lightmap bake file:" msgstr "Lightmap-Bake-Datei auswählen:" #: editor/plugins/camera_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Preview" msgstr "Vorschau" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Configure Snap" msgstr "Einrasten konfigurieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Offset:" msgstr "Gitterversatz:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Step:" msgstr "Gitterabstand:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Primary Line Every:" msgstr "Alle Hauptzeilen:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "steps" msgstr "Schritte" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Offset:" msgstr "Rotationsversatz:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Step:" msgstr "Rotationsabstand:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Step:" msgstr "Skalierungsschritte:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Vertical Guide" msgstr "Vertikale Hilfslinie verschieben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Vertical Guide" msgstr "Vertikale Hilfslinie erstellen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Vertical Guide" msgstr "Vertikale Hilfslinie löschen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Horizontal Guide" msgstr "Horizontale Hilfslinie verschieben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal Guide" msgstr "Horizontale Hilfslinie erstellen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Horizontal Guide" msgstr "Horizontale Hilfslinie löschen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal and Vertical Guides" msgstr "Neue horizontale und vertikale Hilfslinien erstellen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)" msgstr "Pivot-Offset des CanvasItems „%s“ auf (%d, %d) setzen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate %d CanvasItems" msgstr "%d CanvasItems rotieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate CanvasItem \"%s\" to %d degrees" msgstr "CanvasItem „%s“ auf %d Grad rotieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" Anchor" msgstr "Anker des CanvasItems „%s“ verschieben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Node2D \"%s\" to (%s, %s)" msgstr "Node2D „%s“ auf (%s, %s) skalieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Resize Control \"%s\" to (%d, %d)" msgstr "Control „%s“ auf (%d, %d) skalieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale %d CanvasItems" msgstr "%d CanvasItems skalieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale CanvasItem \"%s\" to (%s, %s)" msgstr "CanvasItem „%s“ auf (%s, %s) skalieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move %d CanvasItems" msgstr "%d CanvasItems verschieben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" to (%d, %d)" msgstr "CanvasItem „%s“ zu (%d, d%) verschieben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Children of containers have their anchors and margins values overridden by " "their parent." msgstr "" "Bei Containern für Kinder werden die Anker- und Randwerte von ihren Eltern " "überschrieben." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Presets for the anchors and margins values of a Control node." msgstr "Voreinstellungen für die Anker- und Ränderwerte eines Kontroll-Nodes." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "When active, moving Control nodes changes their anchors instead of their " "margins." msgstr "" "Wenn aktiviert, ändert das Verschieben von Control-Nodes deren Bezugspunkte " "statt ihre Randabstände." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Left" msgstr "Oben links" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Right" msgstr "Oben rechts" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Right" msgstr "Unten rechts" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Left" msgstr "Unten links" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Left" msgstr "Mitte links" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Top" msgstr "Mitte oben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Right" msgstr "Mitte rechts" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Bottom" msgstr "Mitte unten" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center" msgstr "Mitte" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Left Wide" msgstr "Links groß" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Wide" msgstr "Oben groß" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Right Wide" msgstr "Rechts groß" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Wide" msgstr "Unten groß" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "VCenter Wide" msgstr "VCenter groß" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "HCenter Wide" msgstr "HCenter groß" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Full Rect" msgstr "Vollständiges Rechteck" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Keep Ratio" msgstr "Skalierungsverhältnis beibehalten" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Anchors only" msgstr "nur Anker" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors and Margins" msgstr "Anker und Ränder ändern" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors" msgstr "Ankerpunkte ändern" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Game Camera Override\n" "Overrides game camera with editor viewport camera." msgstr "" "Spielekamera überschreiben\n" "Überschreibt die Spielekamera mit der Kamera des Anzeigefensters des Editors." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Game Camera Override\n" "No game instance running." msgstr "" "Spielekamera überschreiben\n" "Es läuft keine Spielinstanz." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock Selected" msgstr "Sperren ausgewählt" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock Selected" msgstr "Auswahl entsperren" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Group Selected" msgstr "Auswahl gruppieren" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Ungroup Selected" msgstr "Auswahl entgruppieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Paste Pose" msgstr "Pose einfügen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Guides" msgstr "Hilfslinien löschen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Custom Bone(s) from Node(s)" msgstr "Erstelle eigenständige(n) Knochen aus Node(s)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Bones" msgstr "Knochen löschen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make IK Chain" msgstr "IK-Kette erzeugen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear IK Chain" msgstr "IK-Kette zurücksetzen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Warning: Children of a container get their position and size determined only " "by their parent." msgstr "" "Warnung: Position und Größe der Kinder eines Containers werden nur von ihren " "Eltern bestimmt." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Reset" msgstr "Zoom zurücksetzen" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Select Mode" msgstr "Auswahlmodus" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Drag: Rotate" msgstr "Ziehen = Rotieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+Drag: Move" msgstr "Alt+Ziehen = Verschieben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)." msgstr "" "‚V‘ drücken um Angelpunkt auf Mausposition zu setzen, ‚Umschalt+V‘ drücken " "um das Objekt ohne seinen Angelpunkt zu verschieben." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+RMB: Depth list selection" msgstr "Alt+Rechtsklick: Listenauswahl nach Tiefe" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Move Mode" msgstr "Bewegungsmodus" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Mode" msgstr "Rotationsmodus" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Mode" msgstr "Skalierungsmodus" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Show a list of all objects at the position clicked\n" "(same as Alt+RMB in select mode)." msgstr "" "Zeige eine Liste aller Objekte, die sich an der angeklickten Position " "befinden\n" "(equivalent zu Alt+RMT im Auswahlmodus)." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Click to change object's rotation pivot." msgstr "Klicken um Angelpunkt des Objekts zu ändern." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan Mode" msgstr "Schwenkmodus" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Ruler Mode" msgstr "Linealmodus" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle smart snapping." msgstr "Intelligentes Einrasten umschalten." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Smart Snap" msgstr "Kluges Einrasten verwenden" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle grid snapping." msgstr "Gitter-Einrasten umschalten." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Grid Snap" msgstr "Gitter-Einrasten benutzen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snapping Options" msgstr "Einrasteinstellungen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Rotation Snap" msgstr "Rotationsraster benutzen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Scale Snap" msgstr "Einrasten verwenden" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap Relative" msgstr "Relatives Einrasten benutzen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Pixel Snap" msgstr "Pixelraster benutzen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Smart Snapping" msgstr "Intelligentes Einrasten" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Configure Snap..." msgstr "Einrasten konfigurieren..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "An Elternobjekt einrasten" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Anchor" msgstr "Am Node-Anker einrasten" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Sides" msgstr "An Node-Seiten einrasten" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Center" msgstr "Am Node-Mittelpunkt einrasten" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Other Nodes" msgstr "An anderen Nodes einrasten" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Guides" msgstr "An Hilfslinien einrasten" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock the selected object in place (can't be moved)." msgstr "" "Das ausgewählte Objekt an seiner Position sperren (kann nicht bewegt werden)." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock the selected object (can be moved)." msgstr "Das ausgewählte Objekt entsperren (kann bewegt werden)." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Makes sure the object's children are not selectable." msgstr "Verhindert das Auswählen von Unterobjekten dieses Nodes." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Restores the object's children's ability to be selected." msgstr "Stellt die Auswählbarkeit aller Unterobjekte wieder her." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Skeleton Options" msgstr "Skelett-Einstellungen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Bones" msgstr "Knochen anzeigen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make Custom Bone(s) from Node(s)" msgstr "Erstelle eigenständige(n) Knochen aus Node(s)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Custom Bones" msgstr "Spezielle Knochen löschen" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "View" msgstr "Ansicht" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Always Show Grid" msgstr "Raster immer anzeigen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Helpers" msgstr "Helfer anzeigen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Rulers" msgstr "Lineale anzeigen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Guides" msgstr "Hilfslinien anzeigen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Origin" msgstr "Zeige Ursprung" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Viewport" msgstr "Zeige Ansichtsfenster (Viewport)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Group And Lock Icons" msgstr "Gruppen und Symbole anzeigen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Selection" msgstr "Auswahl zentrieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Frame Selection" msgstr "Auswahl einrahmen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Preview Canvas Scale" msgstr "Vorschau Canvas-Skalierung" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Translation mask for inserting keys." msgstr "Verschiebungsmaske für Schlüsselbildeingabe." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation mask for inserting keys." msgstr "Rotationsmaske für Schlüsselbildeingabe." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale mask for inserting keys." msgstr "Skalierungsmaske für Schlüsselbildeingabe." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert keys (based on mask)." msgstr "Schlüsselbilder einfügen (basierend auf Maske)." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" "Füge automatisiert Schlüsselbilder ein, wenn Objekte verschoben, rotiert " "oder skaliert werden (basierend auf Maske).\n" "Schlüsselbilder werden nur in existierende Spuren eingefügt, es werden keine " "neuen Spuren angelegt.\n" "Das erste Mal müssen Schlüsselbilder manuell eingefügt werden." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Auto Insert Key" msgstr "Schlüsselbild automatisch einfügen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Animation Key and Pose Options" msgstr "Schlüsselbild- und Posen-Optionen für Animationen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key (Existing Tracks)" msgstr "Schlüsselbild einfügen (in existierende Spuren)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Copy Pose" msgstr "Pose kopieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Pose" msgstr "Pose/Stellung löschen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Multiply grid step by 2" msgstr "Gitterstufe verdoppeln" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Divide grid step by 2" msgstr "Gitterstufe halbieren" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan View" msgstr "Sicht verschieben" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add %s" msgstr "%s hinzufügen" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Adding %s..." msgstr "%s hinzufügen…" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Cannot instantiate multiple nodes without root." msgstr "Instanziieren mehrerer Nodes nicht möglich ohne Wurzel-Node." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Create Node" msgstr "Erzeuge Node" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Error instancing scene from %s" msgstr "Fehler beim Instanziieren von %s" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Standardtyp ändern" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Drag & drop + Shift : Add node as sibling\n" "Drag & drop + Alt : Change node type" msgstr "" "Ziehen + Umschalt: Node auf gleicher Ebene einfügen\n" "Ziehen + Alt: Node-Typ ändern" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Create Polygon3D" msgstr "Polygon3D erstellen" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly" msgstr "Polygon bearbeiten" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly (Remove Point)" msgstr "Polygon bearbeiten (Punkt entfernen)" #: editor/plugins/collision_shape_2d_editor_plugin.cpp msgid "Set Handle" msgstr "Wähle Griff" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Load Emission Mask" msgstr "Emissionsmaske laden" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Restart" msgstr "Neustarten" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Clear Emission Mask" msgstr "Emissionsmaske leeren" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Particles" msgstr "Partikel" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generated Point Count:" msgstr "Anzahl generierter Punkte:" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Mask" msgstr "Emissionsmaske" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Solid Pixels" msgstr "Festkörper-Pixel" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Border Pixels" msgstr "Rand-Pixel" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Directed Border Pixels" msgstr "Gerichtete Rand-Pixel" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Capture from Pixel" msgstr "Von Pixel aufnehmen" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Colors" msgstr "Emissionsfarben" #: editor/plugins/cpu_particles_editor_plugin.cpp msgid "CPUParticles" msgstr "CPU-Partikel" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Mesh" msgstr "Erzeuge Emissionspunkte aus Mesh" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Node" msgstr "Erzeuge Emissionspunkte aus Node" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 0" msgstr "Flach 0" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 1" msgstr "Flach 1" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease In" msgstr "Einblenden" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease Out" msgstr "Ausblenden" #: editor/plugins/curve_editor_plugin.cpp msgid "Smoothstep" msgstr "Sanft-Stufig" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point" msgstr "Kurvenpunkt ändern" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Tangent" msgstr "Kurventangente ändern" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Curve Preset" msgstr "Kurvenvorlage laden" #: editor/plugins/curve_editor_plugin.cpp msgid "Add Point" msgstr "Punkt hinzufügen" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Point" msgstr "Punkt entfernen" #: editor/plugins/curve_editor_plugin.cpp msgid "Left Linear" msgstr "Links linear" #: editor/plugins/curve_editor_plugin.cpp msgid "Right Linear" msgstr "Rechts linear" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Preset" msgstr "Vorlage laden" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Curve Point" msgstr "Kurvenpunkt entfernen" #: editor/plugins/curve_editor_plugin.cpp msgid "Toggle Curve Linear Tangent" msgstr "Lineare Kurventangente umschalten" #: editor/plugins/curve_editor_plugin.cpp msgid "Hold Shift to edit tangents individually" msgstr "Umsch halten um Tangenten einzeln zu bearbeiten" #: editor/plugins/curve_editor_plugin.cpp msgid "Right click to add point" msgstr "Rechtsklicken um Punkt hinzuzufügen" #: editor/plugins/gi_probe_editor_plugin.cpp msgid "Bake GI Probe" msgstr "GI Sonde vorrendern" #: editor/plugins/gradient_editor_plugin.cpp msgid "Gradient Edited" msgstr "Gradient bearbeitet" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item %d" msgstr "Element %d" #: editor/plugins/item_list_editor_plugin.cpp msgid "Items" msgstr "Elemente" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item List Editor" msgstr "Auflistungseditor" #: editor/plugins/light_occluder_2d_editor_plugin.cpp msgid "Create Occluder Polygon" msgstr "Occluder-Polygon erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh is empty!" msgstr "Mesh ist leer!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a Trimesh collision shape." msgstr "Trimesh-Kollisions-Shape konnte nicht erstellt werden." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Static Trimesh Body" msgstr "Statischen Trimesh-Körper erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "This doesn't work on scene root!" msgstr "Das geht nicht an der Wurzel der Szene!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Shape" msgstr "Trimesh-Statische-Form erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create a single convex collision shape for the scene root." msgstr "" "Aus der Szenenwurzel kann ein einzelnes konvexes Kollisionselement nicht " "erzeugt werden." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a single convex collision shape." msgstr "Ein einzelnes konvexes Kollisionselement konnte nicht erzeugt werden." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Shape" msgstr "Einzelne konvexe Form erstellen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" "Aus der Szenenwurzel konnten mehrere konvexe Kollisionselemente nicht " "erzeugt werden." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create any collision shapes." msgstr "Konnte kein einziges Kollisionselement erzeugen." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Shapes" msgstr "Mehrere konvexe Formen erstellen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Navigation Mesh" msgstr "Navigations-Mesh erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Contained Mesh is not of type ArrayMesh." msgstr "Beinhaltetes Mesh ist nicht vom Typ ArrayMesh." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "" "UV-Entfalten fehlgeschlagen, könnte das Mesh keine Mannigfaltigkeit sein?" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "No mesh to debug." msgstr "Kein Mesh zu debuggen." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Model has no UV in this layer" msgstr "Modell besitzt kein UV in dieser Schicht" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "MeshInstance lacks a Mesh!" msgstr "Mesh-Instanz fehlt ein Mesh!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has not surface to create outlines from!" msgstr "Mesh hat keine Oberfläche von der Umrisse erzeugt werden könnten!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!" msgstr "Der Mesh-Grundtyp ist nicht PRIMITIVE_TRIANGLES!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Could not create outline!" msgstr "Konnte keinen Umriss erzeugen!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline" msgstr "Umriss erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh" msgstr "Mesh" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Body" msgstr "Statischen Trimesh-Körper erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a StaticBody and assigns a polygon-based collision shape to it " "automatically.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" "Erstellt einen StaticBody und weist ein polygon-basiertes Kollisionselement " "automatisch zu.\n" "Dies ist die präziseste (aber langsamste) Methode für Kollisionsberechnungen." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Collision Sibling" msgstr "Trimesh-Kollisionselement erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" "Erstellt ein polygon-basiertes Kollisionselement.\n" "Dies ist die präziseste (aber langsamste) Methode für Kollisionsberechnungen." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Collision Sibling" msgstr "Ein einzelnes konvexes Kollisionsnachbarelement erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." msgstr "" "Erstellt ein einzelnes konvexes Kollisionselement.\n" "Dies ist die schnellste (aber ungenauste) Methode für Kollisionsberechnungen." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Collision Siblings" msgstr "Mehrere konvexe Kollisionsunterelemente erzeugen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between the two above options." msgstr "" "Erstellt ein polygon-basiertes Kollisionselement.\n" "Dies liegt von der Geschwindigkeit in der Mitte der beiden anderen Methoden." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh..." msgstr "Umriss-Mesh erzeugen..." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a static outline mesh. The outline mesh will have its normals " "flipped automatically.\n" "This can be used instead of the SpatialMaterial Grow property when using " "that property isn't possible." msgstr "" "Erstellt ein statisches Outline-Mesh. Outline-Meshes haben ihre " "Normalenvektoren automatisch invertiert.\n" "Dies kann als Ersatz für die SpatialMaterial-Grow-Eigenschaft genutzt werden " "wenn sie nicht verfügbar ist." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV1" msgstr "UV1 zeigen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV2" msgstr "UV2 zeigen" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Unwrap UV2 for Lightmap/AO" msgstr "UV2 entfalten für Lightmap/AO" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh" msgstr "Erzeuge Umriss-Mesh" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Outline Size:" msgstr "Umrissgröße:" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Channel Debug" msgstr "UV-Channel-Debug" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove item %d?" msgstr "Element %d entfernen?" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "" "Update from existing scene?:\n" "%s" msgstr "" "Aus bestehender Szene aktualisieren?:\n" "%s" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Mesh Library" msgstr "Mesh-Bibliothek" #: editor/plugins/mesh_library_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item" msgstr "Element hinzufügen" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove Selected Item" msgstr "Ausgewähltes Element entfernen" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene" msgstr "Aus Szene importieren" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Update from Scene" msgstr "Aus Szene aktualisieren" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and no MultiMesh set in node)." msgstr "" "Keine Mesh-Quelle angegeben (und kein MultiMesh-Eintrag im Node gesetzt)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "Keine Mesh-Quelle angegeben (und MultiMesh enthält kein Mesh)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (invalid path)." msgstr "Mesh-Quelle ist ungültig (ungültiger Pfad)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (not a MeshInstance)." msgstr "Mesh-Quelle ist ungültig (keine Mesh-Instanz)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (contains no Mesh resource)." msgstr "Mesh-Quelle ist ungültig (enthält keine Mesh-Ressource)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "No surface source specified." msgstr "Keine Quelle für Oberfläche angegeben." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (invalid path)." msgstr "Oberflächen-Quelle ist ungültig (ungültiger Pfad)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no geometry)." msgstr "Quelle für Oberfläche ist ungültig (keine Geometrie)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no faces)." msgstr "Quelle für Oberfläche ist ungültig (keine Faces)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Source Mesh:" msgstr "Quell-Mesh auswählen:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Target Surface:" msgstr "Ziel-Oberfläche auswählen:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate Surface" msgstr "Oberfläche füllen" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate MultiMesh" msgstr "MultiMesh füllen" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Target Surface:" msgstr "Ziel-Oberfläche:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Source Mesh:" msgstr "Quell-Mesh:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "X-Axis" msgstr "X-Achse" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Y-Axis" msgstr "Y-Achse" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Z-Axis" msgstr "Z-Achse" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh Up Axis:" msgstr "Aufwärts-Achse des Meshs:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Rotation:" msgstr "Zufälliges Drehen:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Tilt:" msgstr "Zufälliges Kippen:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Scale:" msgstr "Zufälliges Skalieren:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate" msgstr "Füllen" #: editor/plugins/navigation_polygon_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Navigation Polygon" msgstr "Erzeuge Navigationspolygon" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Convert to CPUParticles" msgstr "Zu CPU-Partikeln konvertieren" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generating Visibility Rect" msgstr "Generiere Sichtbarkeits-Rechteck" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generate Visibility Rect" msgstr "Generiere Sichtbarkeits-Rechteck" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Can only set point into a ParticlesMaterial process material" msgstr "" "Punkt kann nur in ein Prozessmaterial des Typs ParticlesMaterial gesetzt " "werden" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Convert to CPUParticles2D" msgstr "Zu CPUParticles2D konvertieren" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Generation Time (sec):" msgstr "Erzeugungszeit (s):" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry's faces don't contain any area." msgstr "Die Faces der Geometrie enthalten keine Area." #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry doesn't contain any faces." msgstr "Die Geometrie enthält keine Faces." #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't inherit from Spatial." msgstr "„%s“ erbt nicht von Spatial." #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain geometry." msgstr "„%s“ enthält keine Geometrie." #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain face geometry." msgstr "„%s“ enthält keine Face-Geometrie." #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emitter" msgstr "Erzeuge Emittent" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Points:" msgstr "Emissionspunkte:" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points" msgstr "Oberflächenpunkte" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points+Normal (Directed)" msgstr "Oberflächenpunkte + Normale (gerichtet)" #: editor/plugins/particles_editor_plugin.cpp msgid "Volume" msgstr "Volumen" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Source: " msgstr "Emissionsquelle: " #: editor/plugins/particles_editor_plugin.cpp msgid "A processor material of type 'ParticlesMaterial' is required." msgstr "Ein Verarbeitungsmaterial des Typs ‚ParticlesMaterial‘ wird benötigt." #: editor/plugins/particles_editor_plugin.cpp msgid "Generating AABB" msgstr "Erzeuge AABB" #: editor/plugins/particles_editor_plugin.cpp msgid "Generate Visibility AABB" msgstr "Erzeuge Sichtbarkeits-AABB" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Point from Curve" msgstr "Punkt von Kurve entfernen" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Out-Control from Curve" msgstr "Ausgangsgriff von Kurve löschen" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove In-Control from Curve" msgstr "Eingangsgriff von Kurve entfernen" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point to Curve" msgstr "Punkt zu Kurve hinzufügen" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Split Curve" msgstr "Kurve Teilen" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Point in Curve" msgstr "Punkt auf Kurve verschieben" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move In-Control in Curve" msgstr "Eingangsgriff auf Kurve verschieben" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Out-Control in Curve" msgstr "Ausgangsgriff auf Kurve verschieben" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Select Points" msgstr "Punkte auswählen" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Shift+Drag: Select Control Points" msgstr "Shift+Ziehen: Kontrollpunkte auswählen" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Click: Add Point" msgstr "Klicken: Punkt hinzufügen" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Left Click: Split Segment (in curve)" msgstr "Linksklick: Segment Teilen (in Kurve)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Right Click: Delete Point" msgstr "Rechtsklick: Punkt löschen" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Select Control Points (Shift+Drag)" msgstr "Kontrollpunkte auswählen (Shift+Ziehen)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point (in empty space)" msgstr "Punkt hinzufügen (in leerem Raum)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Delete Point" msgstr "Punk löschen" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Close Curve" msgstr "Kurve schließen" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp editor/plugins/theme_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp msgid "Options" msgstr "Optionen" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Angles" msgstr "Griffwinkel spiegeln" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Lengths" msgstr "Grifflängen spiegeln" #: editor/plugins/path_editor_plugin.cpp msgid "Curve Point #" msgstr "Kurvenpunkt #" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Point Position" msgstr "Kurvenpunktposition festlegen" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve In Position" msgstr "Kurven-Eingangsposition festlegen" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Kurven-Ausgangsposition festlegen" #: editor/plugins/path_editor_plugin.cpp msgid "Split Path" msgstr "Pfad aufteilen" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Path Point" msgstr "Pfadpunkt entfernen" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Out-Control Point" msgstr "Ausgangskontrollpunkt löschen" #: editor/plugins/path_editor_plugin.cpp msgid "Remove In-Control Point" msgstr "Eingangskontrollpunkt löschen" #: editor/plugins/path_editor_plugin.cpp msgid "Split Segment (in curve)" msgstr "Segment aufteilen (in Kurve)" #: editor/plugins/physical_bone_plugin.cpp msgid "Move Joint" msgstr "Gelenk verschieben" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "" "Die Skeleton-Eigenschaft des Polygon2D zeigt nicht auf ein Skeleton2D-Node" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones" msgstr "Knochen synchronisieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." msgstr "" "Es gibt keine Textur in diesem Polygon.\n" "Legen Sie eine Textur fest, um UV bearbeiten zu können." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create UV Map" msgstr "Erzeuge UV-Map" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "" "Dieses Polygon2D enthält interne Vertices, es kann nicht mehr im Viewport " "bearbeitet werden." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon & UV" msgstr "Polygon und UV erstellen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Internal Vertex" msgstr "Internen Vertex erstellen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Internal Vertex" msgstr "Internen Vertex entfernen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Invalid Polygon (need 3 different vertices)" msgstr "Ungültiges Polygon (3 verschiedene Vertices werden benötigt)" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Add Custom Polygon" msgstr "Selbst-erstelltes Polygon hinzufügen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Custom Polygon" msgstr "Selbst-erstelltes Polygon entfernen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform UV Map" msgstr "Transformiere UV-Map" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform Polygon" msgstr "Polygon Transformieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint Bone Weights" msgstr "Knochenmalgewichte" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Open Polygon 2D UV editor." msgstr "Polygon2D-UV-Editor öffnen." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygon 2D UV Editor" msgstr "Polygon2D-UV-Editor" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "UV" msgstr "UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Points" msgstr "Punkte" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygons" msgstr "Polygone" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Bones" msgstr "Knochen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Points" msgstr "Punkte Verschieben" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Command: Rotate" msgstr "Strg: Rotieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift: Move All" msgstr "Shift: Alle verschieben" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Command: Scale" msgstr "Shift+Strg: Skalieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Ctrl: Rotate" msgstr "Strg: Rotieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Ctrl: Scale" msgstr "Shift+Strg: Skalieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Polygon" msgstr "Polygon verschieben" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Rotate Polygon" msgstr "Polygon rotieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Scale Polygon" msgstr "Polygon skalieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "Eigenes Polygon erstellen. Aktiviert Eigen-Polygon-Rendern." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Remove a custom polygon. If none remain, custom polygon rendering is " "disabled." msgstr "" "Eigenes Polygon entfernen. Sollten kein eigenes Polygon übrig bleiben, wird " "Eigen-Polygon-Rendern deaktiviert." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint weights with specified intensity." msgstr "Gewichte mit angegebener Intensität malen." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Unpaint weights with specified intensity." msgstr "Gewichte mit angegebener Intensität weg malen." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Radius:" msgstr "Radius:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy Polygon to UV" msgstr "Polygon zu UV kopieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy UV to Polygon" msgstr "Polygon zu UV kopieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Clear UV" msgstr "Leere UV-Map" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Settings" msgstr "Gittereinstellungen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Snap" msgstr "Einrasten" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Enable Snap" msgstr "Einrasten aktivieren" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid" msgstr "Gitter" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Show Grid" msgstr "Raster anzeigen" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Configure Grid:" msgstr "Gitter einstellen:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset X:" msgstr "Gitterversatz X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset Y:" msgstr "Gitterversatz Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step X:" msgstr "Gitterabstand X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step Y:" msgstr "Gitterabstand Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones to Polygon" msgstr "Knochen mit Polygon synchronisieren" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ERROR: Couldn't load resource!" msgstr "FEHLER: Ressource konnte nicht geladen werden!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Add Resource" msgstr "Ressource hinzufügen" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Rename Resource" msgstr "Ressource umbenennen" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Resource" msgstr "Ressource löschen" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Resource clipboard is empty!" msgstr "Zwischenablage für Ressourcen ist leer!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Paste Resource" msgstr "Ressource einfügen" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_editor.cpp msgid "Instance:" msgstr "Instanz:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp #: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Type:" msgstr "Typ:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp msgid "Open in Editor" msgstr "Im Editor öffnen" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Load Resource" msgstr "Ressource laden" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ResourcePreloader" msgstr "Ressourcen-Vorlader" #: editor/plugins/root_motion_editor_plugin.cpp msgid "AnimationTree has no path set to an AnimationPlayer" msgstr "" "Es wurde kein Pfad zu einem AnimationPlayer im AnimationTree festgelegt" #: editor/plugins/root_motion_editor_plugin.cpp msgid "Path to AnimationPlayer is invalid" msgstr "Pfad zum Animationsspieler ist ungültig" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Files" msgstr "Letzte Dateien leeren" #: editor/plugins/script_editor_plugin.cpp msgid "Close and save changes?" msgstr "Schließen und Änderungen speichern?" #: editor/plugins/script_editor_plugin.cpp msgid "Error writing TextFile:" msgstr "Fehler beim Schreiben von Textdatei:" #: editor/plugins/script_editor_plugin.cpp msgid "Could not load file at:" msgstr "Datei konnte nicht geladen werden von:" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving file!" msgstr "Fehler beim Speichern der Datei!" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme." msgstr "Fehler beim Speichern des Themas." #: editor/plugins/script_editor_plugin.cpp msgid "Error Saving" msgstr "Fehler beim Speichern" #: editor/plugins/script_editor_plugin.cpp msgid "Error importing theme." msgstr "Fehler beim Importieren des Themas." #: editor/plugins/script_editor_plugin.cpp msgid "Error Importing" msgstr "Fehler beim Importieren" #: editor/plugins/script_editor_plugin.cpp msgid "New Text File..." msgstr "Neue Textdatei…" #: editor/plugins/script_editor_plugin.cpp msgid "Open File" msgstr "Datei öffnen" #: editor/plugins/script_editor_plugin.cpp msgid "Save File As..." msgstr "Datei speichern als..." #: editor/plugins/script_editor_plugin.cpp msgid "Can't obtain the script for running." msgstr "Auszuführendes Skript kann nicht abgerufen werden." #: editor/plugins/script_editor_plugin.cpp msgid "Script failed reloading, check console for errors." msgstr "Skript-Neuladen fehlgeschlagen, Fehlermeldungen in Konsole beachten." #: editor/plugins/script_editor_plugin.cpp msgid "Script is not in tool mode, will not be able to run." msgstr "Skript ist nicht im Werkzeugmodus, kann so nicht ausgeführt werden." #: editor/plugins/script_editor_plugin.cpp msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" "Um dieses Skript auszuführen muss es von EditorScript erben und in den " "Werkzeugmodus versetzt werden." #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme" msgstr "Theme importieren" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme" msgstr "Fehler beim Speichern des Themes" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving" msgstr "Fehler beim Speichern" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme As..." msgstr "Theme speichern als..." #: editor/plugins/script_editor_plugin.cpp msgid "%s Class Reference" msgstr "%s Klassenreferenz" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Next" msgstr "Finde Nächstes" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Previous" msgstr "Finde Vorheriges" #: editor/plugins/script_editor_plugin.cpp msgid "Filter scripts" msgstr "Skripte filtern" #: editor/plugins/script_editor_plugin.cpp msgid "Toggle alphabetical sorting of the method list." msgstr "Alphabetische Sortierung der Methodenliste umschalten." #: editor/plugins/script_editor_plugin.cpp msgid "Filter methods" msgstr "Methoden filtern" #: editor/plugins/script_editor_plugin.cpp msgid "Sort" msgstr "Sortiere" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Up" msgstr "Schiebe hoch" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Down" msgstr "Schiebe runter" #: editor/plugins/script_editor_plugin.cpp msgid "Next script" msgstr "Nächstes Skript" #: editor/plugins/script_editor_plugin.cpp msgid "Previous script" msgstr "Vorheriges Skript" #: editor/plugins/script_editor_plugin.cpp msgid "File" msgstr "Datei" #: editor/plugins/script_editor_plugin.cpp msgid "Open..." msgstr "Öffnen..." #: editor/plugins/script_editor_plugin.cpp msgid "Reopen Closed Script" msgstr "Geschlossenes Skript erneut öffnen" #: editor/plugins/script_editor_plugin.cpp msgid "Save All" msgstr "Alle speichern" #: editor/plugins/script_editor_plugin.cpp msgid "Soft Reload Script" msgstr "Zaghaftes Skript-Neuladen" #: editor/plugins/script_editor_plugin.cpp msgid "Copy Script Path" msgstr "Skriptpfad kopieren" #: editor/plugins/script_editor_plugin.cpp msgid "History Previous" msgstr "Zurück im Verlauf" #: editor/plugins/script_editor_plugin.cpp msgid "History Next" msgstr "Vorwärts im Verlauf" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Theme" msgstr "Designvorlagen (Thema)" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Thema importieren..." #: editor/plugins/script_editor_plugin.cpp msgid "Reload Theme" msgstr "Theme neu laden" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Theme speichern" #: editor/plugins/script_editor_plugin.cpp msgid "Close All" msgstr "Alle schließen" #: editor/plugins/script_editor_plugin.cpp msgid "Close Docs" msgstr "Dokumentation schließen" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp msgid "Run" msgstr "Ausführen" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Into" msgstr "Hineinspringen" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Over" msgstr "Überspringen" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Break" msgstr "Unterbrechen" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp #: editor/script_editor_debugger.cpp msgid "Continue" msgstr "Fortfahren" #: editor/plugins/script_editor_plugin.cpp msgid "Keep Debugger Open" msgstr "Debugger offen halten" #: editor/plugins/script_editor_plugin.cpp msgid "Debug with External Editor" msgstr "Mit externem Editor debuggen" #: editor/plugins/script_editor_plugin.cpp msgid "Open Godot online documentation." msgstr "Godot-Onlinedokumentation öffnen." #: editor/plugins/script_editor_plugin.cpp msgid "Search the reference documentation." msgstr "Durchsuche die Referenzdokumentation." #: editor/plugins/script_editor_plugin.cpp msgid "Go to previous edited document." msgstr "Springe zum zuvor bearbeiteten Dokument." #: editor/plugins/script_editor_plugin.cpp msgid "Go to next edited document." msgstr "Springe zum nächsten bearbeiteten Dokument." #: editor/plugins/script_editor_plugin.cpp msgid "Discard" msgstr "Verwerfen" #: editor/plugins/script_editor_plugin.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?:" msgstr "" "Die folgenden Dateien wurden im Dateisystem verändert.\n" "Wie soll weiter vorgegangen werden?:" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Debugger" msgstr "Debugger" #: editor/plugins/script_editor_plugin.cpp msgid "Search Results" msgstr "Suchergebnisse" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Scripts" msgstr "Skript-Verlauf leeren" #: editor/plugins/script_text_editor.cpp msgid "Connections to method:" msgstr "Verbindungen mit Methode:" #: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp msgid "Source" msgstr "Quelle" #: editor/plugins/script_text_editor.cpp msgid "Target" msgstr "Ziel" #: editor/plugins/script_text_editor.cpp msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" "Fehlende verbundene Methode ‚%s‘ für Signal ‚%s‘ von Node ‚%s‘ zu Node ‚%s‘." #: editor/plugins/script_text_editor.cpp msgid "[Ignore]" msgstr "[Ignorieren]" #: editor/plugins/script_text_editor.cpp msgid "Line" msgstr "Zeile" #: editor/plugins/script_text_editor.cpp msgid "Go to Function" msgstr "Springe zu Funktion" #: editor/plugins/script_text_editor.cpp msgid "Only resources from filesystem can be dropped." msgstr "Nur Ressourcen aus dem Dateisystem können hier fallen gelassen werden." #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "" "Nodes können hier nicht fallen gelassen werden da Skript ‚%s‘ in dieser " "Szene nicht genutzt wird." #: editor/plugins/script_text_editor.cpp msgid "Lookup Symbol" msgstr "Symbol nachschlagen" #: editor/plugins/script_text_editor.cpp msgid "Pick Color" msgstr "Farbe auswählen" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Convert Case" msgstr "Groß-/Kleinschreibung ändern" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Großbuchstaben" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Lowercase" msgstr "Kleinbuchstaben" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Capitalize" msgstr "Kapitalisiere" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Syntax Highlighter" msgstr "Syntaxhervorhebung" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Bookmarks" msgstr "Lesezeichen" #: editor/plugins/script_text_editor.cpp msgid "Breakpoints" msgstr "Haltepunkte" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Go To" msgstr "Springe zu" #: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Cut" msgstr "Ausschneiden" #: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Select All" msgstr "Alles auswählen" #: editor/plugins/script_text_editor.cpp msgid "Delete Line" msgstr "Zeile löschen" #: editor/plugins/script_text_editor.cpp msgid "Indent Left" msgstr "Nach links einrücken" #: editor/plugins/script_text_editor.cpp msgid "Indent Right" msgstr "Nach rechts einrücken" #: editor/plugins/script_text_editor.cpp msgid "Toggle Comment" msgstr "Kommentar umschalten" #: editor/plugins/script_text_editor.cpp msgid "Fold/Unfold Line" msgstr "Zeile ein/aufklappen" #: editor/plugins/script_text_editor.cpp msgid "Fold All Lines" msgstr "Alle Zeilen einklappen" #: editor/plugins/script_text_editor.cpp msgid "Unfold All Lines" msgstr "Alle Zeilen aufklappen" #: editor/plugins/script_text_editor.cpp msgid "Clone Down" msgstr "Klone herunter" #: editor/plugins/script_text_editor.cpp msgid "Complete Symbol" msgstr "Symbol vervollständigen" #: editor/plugins/script_text_editor.cpp msgid "Evaluate Selection" msgstr "Springe zum vorigen Haltepunkt" #: editor/plugins/script_text_editor.cpp msgid "Trim Trailing Whitespace" msgstr "Kürze Leerraum am Zeilenende" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Spaces" msgstr "Konvertiere Einrückung zu Leerzeichen" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Tabs" msgstr "Konvertiere Einrückung zu Tabulatoren" #: editor/plugins/script_text_editor.cpp msgid "Auto Indent" msgstr "Automatische Einrückung" #: editor/plugins/script_text_editor.cpp msgid "Find in Files..." msgstr "In Dateien suchen..." #: editor/plugins/script_text_editor.cpp msgid "Contextual Help" msgstr "Kontexthilfe" #: editor/plugins/script_text_editor.cpp msgid "Toggle Bookmark" msgstr "Lesezeichen umschalten" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Bookmark" msgstr "Springe zum nächsten Lesezeichen" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Bookmark" msgstr "Springe zum vorigen Lesezeichen" #: editor/plugins/script_text_editor.cpp msgid "Remove All Bookmarks" msgstr "Alle Lesezeichen entfernen" #: editor/plugins/script_text_editor.cpp msgid "Go to Function..." msgstr "Springe zu Funktion..." #: editor/plugins/script_text_editor.cpp msgid "Go to Line..." msgstr "Springe zu Zeile..." #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Toggle Breakpoint" msgstr "Haltepunkt umschalten" #: editor/plugins/script_text_editor.cpp msgid "Remove All Breakpoints" msgstr "Lösche alle Haltepunkte" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Breakpoint" msgstr "Springe zum nächsten Haltepunkt" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Breakpoint" msgstr "Springe zum vorigen Haltepunkt" #: editor/plugins/shader_editor_plugin.cpp msgid "" "This shader has been modified on on disk.\n" "What action should be taken?" msgstr "" "Dieser Shader wurde im Dateisystem verändert.\n" "Wie soll weiter vorgegangen werden?" #: editor/plugins/shader_editor_plugin.cpp msgid "Shader" msgstr "Shader" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "" "Dieses Skelett hat keine Knochen, Bone2D-Nodes sollten als Unterobjekte " "hinzugefügt werden." #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Create Rest Pose from Bones" msgstr "Ruhe-Pose aus Knochen erstellen" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Rest Pose to Bones" msgstr "Knochen in Ruhe-Pose setzen" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Skeleton2D" msgstr "Skeleton2D" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Make Rest Pose (From Bones)" msgstr "Ruhe-Pose erstellen (aus Knochen)" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Bones to Rest Pose" msgstr "Kochen in Ruhe-Pose setzen" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical bones" msgstr "Physikalische Knochen erstellen" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Skeleton" msgstr "Skelett" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical skeleton" msgstr "Physikalisches Skelett erzeugen" #: editor/plugins/skeleton_ik_editor_plugin.cpp msgid "Play IK" msgstr "IK abspielen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orthogonal" msgstr "Orthogonal" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective" msgstr "Perspektivisch" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Aborted." msgstr "Transformation abgebrochen." #: editor/plugins/spatial_editor_plugin.cpp msgid "X-Axis Transform." msgstr "X-Achsen-Transformation." #: editor/plugins/spatial_editor_plugin.cpp msgid "Y-Axis Transform." msgstr "Y-Achsen-Transformation." #: editor/plugins/spatial_editor_plugin.cpp msgid "Z-Axis Transform." msgstr "Z-Achsen-Transformation." #: editor/plugins/spatial_editor_plugin.cpp msgid "View Plane Transform." msgstr "Zeige Flächentransformation." #: editor/plugins/spatial_editor_plugin.cpp msgid "Scaling: " msgstr "Skalierung: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Translating: " msgstr "Verschiebe: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotating %s degrees." msgstr "Rotiere %s Grad." #: editor/plugins/spatial_editor_plugin.cpp msgid "Keying is disabled (no key inserted)." msgstr "Schlüsselbildeinfügen ist deaktiviert (kein Schlüsselbild eingefügt)." #: editor/plugins/spatial_editor_plugin.cpp msgid "Animation Key Inserted." msgstr "Animationsschlüsselbild eingefügt." #: editor/plugins/spatial_editor_plugin.cpp msgid "Pitch" msgstr "Neigen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Yaw" msgstr "Gieren" #: editor/plugins/spatial_editor_plugin.cpp msgid "Size" msgstr "Größe" #: editor/plugins/spatial_editor_plugin.cpp msgid "Objects Drawn" msgstr "Gezeichnete Objekte" #: editor/plugins/spatial_editor_plugin.cpp msgid "Material Changes" msgstr "Materialänderungen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Shader Changes" msgstr "Shader-Änderungen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Surface Changes" msgstr "Oberflächen-Änderungen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Draw Calls" msgstr "Zeichenaufrufe" #: editor/plugins/spatial_editor_plugin.cpp msgid "Vertices" msgstr "Vertices" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View." msgstr "Sicht von oben." #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View." msgstr "Sicht von unten." #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom" msgstr "Unten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View." msgstr "Sicht von links." #: editor/plugins/spatial_editor_plugin.cpp msgid "Left" msgstr "Links" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View." msgstr "Sicht von Rechts." #: editor/plugins/spatial_editor_plugin.cpp msgid "Right" msgstr "Rechts" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View." msgstr "Sicht von vorne." #: editor/plugins/spatial_editor_plugin.cpp msgid "Front" msgstr "Vorne" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View." msgstr "Sicht von hinten." #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear" msgstr "Hinten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Transform with View" msgstr "Transform auf Sicht ausrichten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Rotation with View" msgstr "Rotation auf Sicht ausrichten" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "No parent to instance a child at." msgstr "" "Kein Node, unter dem Unterobjekt instantiiert werden könnte, vorhanden." #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "This operation requires a single selected node." msgstr "Diese Aktion benötigt einen einzelnen ausgewählten Node." #: editor/plugins/spatial_editor_plugin.cpp msgid "Auto Orthogonal Enabled" msgstr "Auto-Orthogonal aktiviert" #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock View Rotation" msgstr "Sichtrotation sperren" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Normal" msgstr "Normale Ansicht" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Wireframe" msgstr "Wireframe-Ansicht" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Overdraw" msgstr "Overdraw-Ansicht" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Unshaded" msgstr "Nicht Schattiertes anzeigen" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Environment" msgstr "Umgebung anzeigen" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Gizmos" msgstr "Manipulator anzeigen" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Information" msgstr "Sicht-Informationen" #: editor/plugins/spatial_editor_plugin.cpp msgid "View FPS" msgstr "FPS anzeigen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Half Resolution" msgstr "Halbe Auflösung" #: editor/plugins/spatial_editor_plugin.cpp msgid "Audio Listener" msgstr "Audiosenke" #: editor/plugins/spatial_editor_plugin.cpp msgid "Enable Doppler" msgstr "Dopplereffekt aktivieren" #: editor/plugins/spatial_editor_plugin.cpp msgid "Cinematic Preview" msgstr "Cinematische Vorschau" #: editor/plugins/spatial_editor_plugin.cpp msgid "Not available when using the GLES2 renderer." msgstr "Nicht verfügbar wenn der GLES2–Renderer genutzt wird." #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Left" msgstr "Freisicht Links" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Right" msgstr "Freisicht Rechts" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Forward" msgstr "Freisicht Vorwärts" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Backwards" msgstr "Freisicht Rückwärts" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Up" msgstr "Freisicht Hoch" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Down" msgstr "Freisicht Runter" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Speed Modifier" msgstr "Freisicht Geschwindigkeitsregler" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Slow Modifier" msgstr "Freisicht Trägheitsregler" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Rotation Locked" msgstr "Sichtrotation gesperrt" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Note: The FPS value displayed is the editor's framerate.\n" "It cannot be used as a reliable indication of in-game performance." msgstr "" "Hinweis: Die FPS-Anzeige stellt die Editor-Framerate dar.\n" "Sie ist kein zuverlässiger Vergleichswert für die In-Spiel-Leistung." #: editor/plugins/spatial_editor_plugin.cpp msgid "XForm Dialog" msgstr "Transformationsdialog" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Click to toggle between visibility states.\n" "\n" "Open eye: Gizmo is visible.\n" "Closed eye: Gizmo is hidden.\n" "Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")." msgstr "" "Klicken um zwischen Sichtbarkeitsmodi umzuschalten.\n" "\n" "Offenes Auge: Manipulator ist sichtbar.\n" "Geschlossenes Auge: Manipulator ist unsichtbar.\n" "Halb offenes Auge: Manipulator ist auch durch deckende Oberflächen sichtbar " "(\"Röntgenblick\")." #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Nodes To Floor" msgstr "Nodes am Boden einrasten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Couldn't find a solid floor to snap the selection to." msgstr "" "Es wurde kein fester Boden gefunden an dem die Auswahl eingerastet werden " "könnte." #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Drag: Rotate\n" "Alt+Drag: Move\n" "Alt+RMB: Depth list selection" msgstr "" "Ziehen: Rotieren\n" "Alt+Ziehen: Verschieben\n" "Alt+RMT: Tiefenauswahl" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Local Space" msgstr "Lokalkoordinaten verwenden" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Snap" msgstr "Einrasten aktivieren" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View" msgstr "Sicht von unten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View" msgstr "Sicht von oben" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View" msgstr "Sicht von hinten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View" msgstr "Sicht von vorne" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View" msgstr "Sicht von links" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View" msgstr "Sicht von rechts" #: editor/plugins/spatial_editor_plugin.cpp msgid "Switch Perspective/Orthogonal View" msgstr "Zwischen perspektivischer und orthogonaler Sicht wechseln" #: editor/plugins/spatial_editor_plugin.cpp msgid "Insert Animation Key" msgstr "Animations-Schlüsselbild einfügen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Origin" msgstr "Auf Ursprung zentrieren" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Selection" msgstr "Auswahl fokussieren" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Freelook" msgstr "Freie Kamera umschalten" #: editor/plugins/spatial_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform" msgstr "Transformation" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Object to Floor" msgstr "Objekt am Boden einrasten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Dialog..." msgstr "Transformationsdialog..." #: editor/plugins/spatial_editor_plugin.cpp msgid "1 Viewport" msgstr "Eine Ansicht" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports" msgstr "Zwei Ansichten" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports (Alt)" msgstr "Zwei Ansichten (alternativ)" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports" msgstr "Drei Ansichten" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports (Alt)" msgstr "Drei Ansichten (alternativ)" #: editor/plugins/spatial_editor_plugin.cpp msgid "4 Viewports" msgstr "Vier Ansichten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Gizmos" msgstr "Manipulator" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Origin" msgstr "Zeige Ursprung" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Grid" msgstr "Zeige Gitter" #: editor/plugins/spatial_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Settings..." msgstr "Einstellungen…" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Settings" msgstr "Einrasteinstellungen" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate Snap:" msgstr "Einrasten verschieben:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Snap (deg.):" msgstr "Einrasten rotieren (Grad):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Snap (%):" msgstr "Einrasten skalieren (%):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Viewport Settings" msgstr "Einstellungen für Ansichten" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective FOV (deg.):" msgstr "Perspektivisches FOV (Grad):" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Near:" msgstr "Z-Anzeige nah:" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Far:" msgstr "Z-Anzeige fern:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Change" msgstr "Transformationsänderung" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate:" msgstr "Translation:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate (deg.):" msgstr "Rotation (Grad):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale (ratio):" msgstr "Skalierung (Verhältnis):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Type" msgstr "Typ der Transformation" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pre" msgstr "Vorher" #: editor/plugins/spatial_editor_plugin.cpp msgid "Post" msgstr "Nachher" #: editor/plugins/spatial_editor_plugin.cpp msgid "Nameless gizmo" msgstr "Namenloser Manipulator" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Mesh2D" msgstr "Mesh2D erzeugen" #: editor/plugins/sprite_editor_plugin.cpp msgid "Mesh2D Preview" msgstr "Mesh2D-Vorschau" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Polygon2D" msgstr "Polygon2D erzeugen" #: editor/plugins/sprite_editor_plugin.cpp msgid "Polygon2D Preview" msgstr "Polygon2D-Vorschau" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D" msgstr "CollisionPolygon2D erzeugen" #: editor/plugins/sprite_editor_plugin.cpp msgid "CollisionPolygon2D Preview" msgstr "CollisionPolygon2D-Vorschau" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D" msgstr "LightOccluder2D erzeugen" #: editor/plugins/sprite_editor_plugin.cpp msgid "LightOccluder2D Preview" msgstr "LightOccluder2D-Vorschau" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite is empty!" msgstr "Sprite ist leer!" #: editor/plugins/sprite_editor_plugin.cpp msgid "Can't convert a sprite using animation frames to mesh." msgstr "" "Ein Sprite das Animationsbilder nutzt kann nicht zu einem Mesh konvertiert " "werden." #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't replace by mesh." msgstr "Ungültige Geometrie, Mesh kann nicht ersetzt werden." #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Mesh2D" msgstr "Zu Mesh2D umwandeln" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create polygon." msgstr "Ungültige Geometrie, Polygon kann nicht erzeugt werden." #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Polygon2D" msgstr "Zu Polygon2D umwandeln" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create collision polygon." msgstr "Ungültige Geometrie, Kollisionspolygon kann nicht erzeugt werden." #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D Sibling" msgstr "CollisionPolygon2D-Nachbarn erzeugen" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create light occluder." msgstr "Ungültige Geometrie, Light-Occluder kann nicht erzeugt werden." #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D Sibling" msgstr "LightOccluder2D erzeugen" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite" msgstr "Sprite" #: editor/plugins/sprite_editor_plugin.cpp msgid "Simplification: " msgstr "Vereinfachung: " #: editor/plugins/sprite_editor_plugin.cpp msgid "Shrink (Pixels): " msgstr "Schrumpfen (Pixel): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Grow (Pixels): " msgstr "Wachsen (Pixel): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Update Preview" msgstr "Vorschau aktualisieren" #: editor/plugins/sprite_editor_plugin.cpp msgid "Settings:" msgstr "Einstellungen:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "No Frames Selected" msgstr "Keine Frames ausgewählt" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add %d Frame(s)" msgstr "%d Frame(s) hinzufügen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frame" msgstr "Frame hinzufügen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Unable to load images" msgstr "Bilder konnten nicht geladen werden" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "ERROR: Couldn't load frame resource!" msgstr "Fehler: Konnte Frame-Ressource nicht laden!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Resource clipboard is empty or not a texture!" msgstr "Zwischenablage der Ressourcen ist leer oder enthält keine Textur!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Paste Frame" msgstr "Frame einfügen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" msgstr "Empty einfügen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation FPS" msgstr "Ändere FPS-Wert der Animation" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "(empty)" msgstr "(leer)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame" msgstr "Frame verschieben" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animations:" msgstr "Animationen:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "New Animation" msgstr "Neue Animation" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Speed:" msgstr "Geschwindigkeit:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Loop" msgstr "Wiederholung" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Frames:" msgstr "Animationsbilder:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add a Texture from File" msgstr "Textur aus Datei hinzufügen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frames from a Sprite Sheet" msgstr "Frame aus Sprite-Sheet hinzufügen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before)" msgstr "Empty einfügen (davor)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (After)" msgstr "Empty einfügen (danach)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (Before)" msgstr "Davor bewegen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (After)" msgstr "Dahinter bewegen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select Frames" msgstr "Frames auswählen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Horizontal:" msgstr "Horizontal:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Vertical:" msgstr "Vertikal:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select/Clear All Frames" msgstr "Alle Frames aus/ab-wählen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Create Frames from Sprite Sheet" msgstr "Frames aus Sprite-Sheet erzeugen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "SpriteFrames" msgstr "Sprite-Einzelbilder" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Region Rect" msgstr "Bereichsrechteck setzen" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Margin" msgstr "Rand einstellen" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Snap Mode:" msgstr "Einrastmodus:" #: editor/plugins/texture_region_editor_plugin.cpp #: scene/resources/visual_shader.cpp msgid "None" msgstr "Nichts" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Pixel Snap" msgstr "Pixel-Einrasten" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Grid Snap" msgstr "Gitter-Einrasten" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Auto Slice" msgstr "Autoschnitt" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Offset:" msgstr "Versatz:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Step:" msgstr "Schritt:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Sep.:" msgstr "Trenner:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "TextureRegion" msgstr "Texturbereich" #: editor/plugins/theme_editor_plugin.cpp msgid "Add All Items" msgstr "Alle Elemente hinzufügen" #: editor/plugins/theme_editor_plugin.cpp msgid "Add All" msgstr "Alle hinzufügen" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Items" msgstr "Alle Elemente entfernen" #: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp msgid "Remove All" msgstr "Alles entfernen" #: editor/plugins/theme_editor_plugin.cpp msgid "Edit Theme" msgstr "Thema bearbeiten" #: editor/plugins/theme_editor_plugin.cpp msgid "Theme editing menu." msgstr "Thema-Bearbeitungsmenü." #: editor/plugins/theme_editor_plugin.cpp msgid "Add Class Items" msgstr "Füge Klassen-Element hinzu" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Class Items" msgstr "Entferne Klassen-Element" #: editor/plugins/theme_editor_plugin.cpp msgid "Create Empty Template" msgstr "Leeres Template erstellen" #: editor/plugins/theme_editor_plugin.cpp msgid "Create Empty Editor Template" msgstr "Leeres Editor-Template erstellen" #: editor/plugins/theme_editor_plugin.cpp msgid "Create From Current Editor Theme" msgstr "Aus derzeitigem Editor-Thema erstellen" #: editor/plugins/theme_editor_plugin.cpp msgid "Toggle Button" msgstr "Umschaltknopf" #: editor/plugins/theme_editor_plugin.cpp msgid "Disabled Button" msgstr "Deaktivierter Knopf" #: editor/plugins/theme_editor_plugin.cpp msgid "Item" msgstr "Element" #: editor/plugins/theme_editor_plugin.cpp msgid "Disabled Item" msgstr "Deaktiviertes Objekt" #: editor/plugins/theme_editor_plugin.cpp msgid "Check Item" msgstr "Überprüfe Element" #: editor/plugins/theme_editor_plugin.cpp msgid "Checked Item" msgstr "Überprüftes Element" #: editor/plugins/theme_editor_plugin.cpp msgid "Radio Item" msgstr "Element der Auswahl" #: editor/plugins/theme_editor_plugin.cpp msgid "Checked Radio Item" msgstr "Markiertes Element der Auswahl" #: editor/plugins/theme_editor_plugin.cpp msgid "Named Sep." msgstr "Ben. Trenner." #: editor/plugins/theme_editor_plugin.cpp msgid "Submenu" msgstr "Untermenü" #: editor/plugins/theme_editor_plugin.cpp msgid "Subitem 1" msgstr "Unterelement 1" #: editor/plugins/theme_editor_plugin.cpp msgid "Subitem 2" msgstr "Unterelement 2" #: editor/plugins/theme_editor_plugin.cpp msgid "Has" msgstr "Enthält" #: editor/plugins/theme_editor_plugin.cpp msgid "Many" msgstr "Viele" #: editor/plugins/theme_editor_plugin.cpp msgid "Disabled LineEdit" msgstr "Deaktiviertes LineEdit" #: editor/plugins/theme_editor_plugin.cpp msgid "Tab 1" msgstr "Tab 1" #: editor/plugins/theme_editor_plugin.cpp msgid "Tab 2" msgstr "Tab 2" #: editor/plugins/theme_editor_plugin.cpp msgid "Tab 3" msgstr "Tab 3" #: editor/plugins/theme_editor_plugin.cpp msgid "Editable Item" msgstr "Bearbeitbares Element" #: editor/plugins/theme_editor_plugin.cpp msgid "Subtree" msgstr "Unterbaum" #: editor/plugins/theme_editor_plugin.cpp msgid "Has,Many,Options" msgstr "Hat,Mehrere,Einstellungen" #: editor/plugins/theme_editor_plugin.cpp msgid "Data Type:" msgstr "Datentyp:" #: editor/plugins/theme_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon" msgstr "Symbol" #: editor/plugins/theme_editor_plugin.cpp editor/rename_dialog.cpp msgid "Style" msgstr "Stil" #: editor/plugins/theme_editor_plugin.cpp msgid "Font" msgstr "Schriftart" #: editor/plugins/theme_editor_plugin.cpp msgid "Color" msgstr "Farbe" #: editor/plugins/theme_editor_plugin.cpp msgid "Theme File" msgstr "Theme-Datei" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase Selection" msgstr "Auswahl löschen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Fix Invalid Tiles" msgstr "Ungültige Kacheln reparieren" #: editor/plugins/tile_map_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cut Selection" msgstr "Auswahl ausschneiden" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint TileMap" msgstr "Zeichne TileMap" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Line Draw" msgstr "Linie zeichnen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rectangle Paint" msgstr "Rechteck zeichnen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Bucket Fill" msgstr "Fülleimer" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase TileMap" msgstr "Lösche TileMap" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Find Tile" msgstr "Kachel finden" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Transpose" msgstr "Transponieren" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Disable Autotile" msgstr "Autokacheln deaktivieren" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Enable Priority" msgstr "Priorität aktivieren" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Filter tiles" msgstr "Kacheln filtern" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Give a TileSet resource to this TileMap to use its tiles." msgstr "" "Dieses TileMap benötigt eine TileSet-Ressource um benutzt werden zu können." #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint Tile" msgstr "Kachel zeichnen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Command+LMB: Rectangle Paint" msgstr "" "Umsch+LMT: Linie zeichnen\n" "Umsch+Strg+LMT: Rechteck bemalen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Ctrl+LMB: Rectangle Paint" msgstr "" "Umsch+RMT: Linie zeichnen\n" "Umsch+Strg+RMT: Rechteck bemalen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Pick Tile" msgstr "Wähle Kachel" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Left" msgstr "Nach links rotieren" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Right" msgstr "Nach rechts rotieren" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Horizontally" msgstr "Horizontal umdrehen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Vertically" msgstr "Vertikal umdrehen" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Clear Transform" msgstr "Transform leeren" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Add Texture(s) to TileSet." msgstr "Textur(en) zu TileSet hinzufügen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected Texture from TileSet." msgstr "Aktuelle Textur aus TileSet entfernen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from Scene" msgstr "Von Szene erstellen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from Scene" msgstr "Aus Szene zusammenführen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Single Tile" msgstr "Neue Einzel-Kachel" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Autotile" msgstr "Neue Auto-Kachel" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Atlas" msgstr "Neuer Atlas" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Next Coordinate" msgstr "Nächste Koordinate" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the next shape, subtile, or Tile." msgstr "Die nächste Form oder (Unter-)Kachel auswählen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Previous Coordinate" msgstr "Vorherige Koordinate" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the previous shape, subtile, or Tile." msgstr "Die vorherige Form oder (Unter-)Kachel auswählen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region" msgstr "Bereich" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision" msgstr "Kollision" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion" msgstr "Verdeckung" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation" msgstr "Navigation" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask" msgstr "Bitmaske" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority" msgstr "Priorität" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index" msgstr "Z-Index" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region Mode" msgstr "Bereichsmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision Mode" msgstr "Kollisionsmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion Mode" msgstr "Verdeckungsmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation Mode" msgstr "Navigationsmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask Mode" msgstr "Bitmaskenmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority Mode" msgstr "Prioritätsmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon Mode" msgstr "Symbolmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index Mode" msgstr "Z-Indexmodus" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Copy bitmask." msgstr "Bitmaske kopieren." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste bitmask." msgstr "Bitmaske einfügen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Erase bitmask." msgstr "Bitmaske löschen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new rectangle." msgstr "Neues Rechteck erstellen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Rectangle" msgstr "Neues Rechteck" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new polygon." msgstr "Neues Polygon erstellen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Polygon" msgstr "Neues Polygon" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete Selected Shape" msgstr "Ausgewählte Form löschen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Keep polygon inside region Rect." msgstr "Polygon im Rechteck Bereich halten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Enable snap and show grid (configurable via the Inspector)." msgstr "" "Schnapp- und Anzeigeraster aktivieren (über den Inspektor konfigurierbar)." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Display Tile Names (Hold Alt Key)" msgstr "Kachelnamen anzeigen (Alt-Taste halten)" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Add or select a texture on the left panel to edit the tiles bound to it." msgstr "" "Eine Textur in der rechten Leiste hinzufügen oder auswählen um die ihr " "zugeordneten Kacheln zu bearbeiten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected texture? This will remove all tiles which use it." msgstr "" "Ausgewählte Textur entfernen? Alle Kacheln die sie nutzen werden entfernt." #: editor/plugins/tile_set_editor_plugin.cpp msgid "You haven't selected a texture to remove." msgstr "Keine Textur zum Entfernen ausgewählt." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from scene? This will overwrite all current tiles." msgstr "Aus Szene erstellen? Alle aktuellen Kacheln werden überschrieben!" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from scene?" msgstr "Aus Szene vereinen?" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Texture" msgstr "Textur entfernen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "%s file(s) were not added because was already on the list." msgstr "" "%s Datei(en) wurde(n) nicht hinzugefügt weil sie schon in der Liste " "vorhanden war(en)." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Drag handles to edit Rect.\n" "Click on another Tile to edit it." msgstr "" "Griff ziehen um Rechteck zu bearbeiten.\n" "Auf andere Kachel drücken um sie zu bearbeiten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete selected Rect." msgstr "Ausgewähltes Rechteck löschen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select current edited sub-tile.\n" "Click on another Tile to edit it." msgstr "" "Speichere die so eben bearbeitete Unterkachel.\n" "Auf andere Kachel drücken um diese zu bearbeiten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete polygon." msgstr "Polygon löschen." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "LMB: Set bit on.\n" "RMB: Set bit off.\n" "Shift+LMB: Set wildcard bit.\n" "Click on another Tile to edit it." msgstr "" "LMT: Bit setzen.\n" "RMT: Bit löschen.\n" "Umsch+LMT: Wildcard-Bit setzen.\n" "Auf andere Kachel klicken um diese zu bearbeiten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to use as icon, this will be also used on invalid autotile " "bindings.\n" "Click on another Tile to edit it." msgstr "" "Unterkachel zur Benutzung als Icon auswählen, dieses wird auch für ungültige " "Autokachelzuordnungen benutzt werden.\n" "Auf andere Kachel drücken um diese zu bearbeiten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its priority.\n" "Click on another Tile to edit it." msgstr "" "Unterkachel auswählen um ihre Priorität zu ändern.\n" "Auf andere Kachel drücken um diese zu bearbeiten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its z index.\n" "Click on another Tile to edit it." msgstr "" "Unterkachel auswählen, um ihren z-Index zu ändern.\n" "Auf andere Kachel drücken um diese zu bearbeiten." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Region" msgstr "Kachelregion setzen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Tile" msgstr "Kachel erstellen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Icon" msgstr "Kachel Icon zuweisen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Bitmask" msgstr "Kachel-Bitmaske bearbeiten" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Collision Polygon" msgstr "Kollisionspolygon bearbeiten" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Occlusion Polygon" msgstr "Occlusion-Polygon bearbeiten" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Navigation Polygon" msgstr "Navigationspolygon bearbeiten" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste Tile Bitmask" msgstr "Kachel-Bitmaske einfügen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Clear Tile Bitmask" msgstr "Kachel Bitmaske löschen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Concave" msgstr "Polygon konkav machen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Convex" msgstr "Polygon konvex machen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Tile" msgstr "Kachel entfernen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Collision Polygon" msgstr "Kollisionspolygon entfernen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Occlusion Polygon" msgstr "Occlusion-Polygon entfernen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Navigation Polygon" msgstr "Navigationspolygon entfernen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Priority" msgstr "Kachelpriorität bearbeiten" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Z Index" msgstr "bearbeite Kachel Z Index" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Convex" msgstr "Konvex machen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Concave" msgstr "Konkav machen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Collision Polygon" msgstr "Kollisionspolygon erzeugen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Occlusion Polygon" msgstr "Occlusion-Polygon erzeugen" #: editor/plugins/tile_set_editor_plugin.cpp msgid "This property can't be changed." msgstr "Diese Eigenschaft kann nicht geändert werden." #: editor/plugins/tile_set_editor_plugin.cpp msgid "TileSet" msgstr "TileSet" #: editor/plugins/version_control_editor_plugin.cpp msgid "No VCS addons are available." msgstr "Keine Versionsverwaltungserweiterungen verfügbar." #: editor/plugins/version_control_editor_plugin.cpp msgid "Error" msgstr "Fehler" #: editor/plugins/version_control_editor_plugin.cpp msgid "No files added to stage" msgstr "Es wurden keine Dateien zum protokollieren vorgemerkt" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit" msgstr "Speicherpunkt" #: editor/plugins/version_control_editor_plugin.cpp msgid "VCS Addon is not initialized" msgstr "Versionsverwaltungserweiterung ist nicht initialisiert" #: editor/plugins/version_control_editor_plugin.cpp msgid "Version Control System" msgstr "Versionsverwaltungssystem" #: editor/plugins/version_control_editor_plugin.cpp msgid "Initialize" msgstr "Initialisieren" #: editor/plugins/version_control_editor_plugin.cpp msgid "Staging area" msgstr "Speicherauswahlbereich" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect new changes" msgstr "Neue Veränderungen beachten" #: editor/plugins/version_control_editor_plugin.cpp msgid "Changes" msgstr "Veränderungen" #: editor/plugins/version_control_editor_plugin.cpp msgid "Modified" msgstr "Bearbeitet" #: editor/plugins/version_control_editor_plugin.cpp msgid "Renamed" msgstr "Umbenannt" #: editor/plugins/version_control_editor_plugin.cpp msgid "Deleted" msgstr "Gelöscht" #: editor/plugins/version_control_editor_plugin.cpp msgid "Typechange" msgstr "Dateitypänderung" #: editor/plugins/version_control_editor_plugin.cpp msgid "Stage Selected" msgstr "Ausgewähltes zum speichern vormerken" #: editor/plugins/version_control_editor_plugin.cpp msgid "Stage All" msgstr "Alles zum speichern vormerken" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit Changes" msgstr "Änderungen als Speicherpunkt sichern" #: editor/plugins/version_control_editor_plugin.cpp #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Status" msgstr "Status" #: editor/plugins/version_control_editor_plugin.cpp msgid "View file diffs before committing them to the latest version" msgstr "" "Dateiänderungen anzeigen bevor sie nach der aktuellsten Version gespeichert " "werden" #: editor/plugins/version_control_editor_plugin.cpp msgid "No file diff is active" msgstr "Kein Dateiunterschied ist aktiv" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect changes in file diff" msgstr "Änderungen in Dateiänderung verfolgen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(GLES3 only)" msgstr "(Nur GLES3)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Output" msgstr "Ausgang hinzufügen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar" msgstr "Skalar" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector" msgstr "Vektor" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean" msgstr "Boolean" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sampler" msgstr "Sampler" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add input port" msgstr "Eingangsschnittstelle hinzufügen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add output port" msgstr "Ausgangsschnittstelle hinzufügen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port type" msgstr "Eingangsschnittstellentyp ändern" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port type" msgstr "Ausgangsschnittstellentyp ändern" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port name" msgstr "Eingangsschnittstellenname ändern" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port name" msgstr "Ausgangsschnittstellenname ändern" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove input port" msgstr "Eingangsschnittstelle entfernen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove output port" msgstr "Ausgangsschnittstelle entfernen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set expression" msgstr "Ausdruck eintragen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Resize VisualShader node" msgstr "VisualShader-Nodegröße anpassen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Uniform Name" msgstr "Uniform-Name festlegen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Input Default Port" msgstr "Eingabestandardport festlegen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node to Visual Shader" msgstr "Visual Shader-Node hinzufügen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Node(s) Moved" msgstr "Node(s) verschoben" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Duplicate Nodes" msgstr "Nodes duplizieren" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Paste Nodes" msgstr "Nodes einfügen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Nodes" msgstr "Nodes löschen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Input Type Changed" msgstr "Visual-Shader-Eingabetyp geändert" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "UniformRef Name Changed" msgstr "UniformRef-Name geändert" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vertex" msgstr "Vertex" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Fragment" msgstr "Fragment" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Light" msgstr "Licht" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Show resulted shader code." msgstr "Resultierenden Shader-Code zeigen." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Create Shader Node" msgstr "Shader-Node erzeugen" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color function." msgstr "Farbfunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color operator." msgstr "Farboperator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Grayscale function." msgstr "Graustufenfunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts HSV vector to RGB equivalent." msgstr "Wandelt HSV-Vektor in RGB-Gegenwert um." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts RGB vector to HSV equivalent." msgstr "Wandelt RGB-Vektor in HSV-Gegenwert um." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sepia function." msgstr "Sepiafunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Burn operator." msgstr "Brenn-Operator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Darken operator." msgstr "Verdunkel-Operator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Difference operator." msgstr "Differenz-Operator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Dodge operator." msgstr "Umgehungsoperator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "HardLight operator." msgstr "Hartlichtoperator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Lighten operator." msgstr "Erhell-Operator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Overlay operator." msgstr "Überlagerungsoperator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Screen operator." msgstr "Bildschirm-Opertor." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "SoftLight operator." msgstr "Weichlicht-Operator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color constant." msgstr "Farbkonstante." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color uniform." msgstr "Farb-Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the %s comparison between two parameters." msgstr "Gibt den Wahrheitswert des %s-Vergleiches der beiden Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Equal (==)" msgstr "Gleichheit (==)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than (>)" msgstr "Größer als (>)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than or Equal (>=)" msgstr "Größergleich (>=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "" "Gibt einen geeigneten Vektor zurück je nach dem ob die übergebenen Skalare " "gleich, größer oder kleiner sind." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "" "Gibt den Wahrheitswert zwischen dem Vergleich von Unendlich und einem " "skalaren Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "" "Gibt den Wahrheitswert zwischen dem Vergleich von NaN und einem skalaren " "Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than (<)" msgstr "Kleiner als (<)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than or Equal (<=)" msgstr "Kleiner gleich (<=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Not Equal (!=)" msgstr "Ungleich (!=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided boolean value is true or false." msgstr "" "Gibt einen geeigneten Vektor zurück je nach dem ob der übergebene Wert wahr " "oder falsch ist." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated scalar if the provided boolean value is true or false." msgstr "" "Gibt ein entsprechendes Skalar zurück je nach dem ob der übergebene Wert " "wahr oder falsch ist." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the comparison between two parameters." msgstr "Gibt den Wahrheitswert des Vergleiches zweier Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "" "Gibt den Wahrheitswert zwischen dem Vergleich von Unendlich (oder NaN) und " "einem skalaren Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean constant." msgstr "Boolean-Konstante." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean uniform." msgstr "Boolean-Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for all shader modes." msgstr "‚%s‘-Eingabeparameter für alle Shadermodi." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Input parameter." msgstr "Eingabeparameter." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader modes." msgstr "‚%s‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment and light shader modes." msgstr "‚%s‘-Eingabeparameter für Fragment- und Light-Shadermodus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment shader mode." msgstr "‚%s‘-Eingabeparameter für Fragment-Shadermodus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for light shader mode." msgstr "‚%s‘-Eingabeparameter für Light-Shadermodus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex shader mode." msgstr "‚%s‘-Eingabeparameter für Vertex-Shadermodus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader mode." msgstr "‚%s‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar function." msgstr "Skalarfunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar operator." msgstr "Skalaroperator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "Konstante E (2.718282). Basis des natürlichen Logarithmus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Epsilon constant (0.00001). Smallest possible scalar number." msgstr "Konstante Epsilon (0.00001). Kleinstmöglicher skalarer Wert." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Phi constant (1.618034). Golden ratio." msgstr "Konstante Phi (1.618034). Goldener Schnitt." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/4 constant (0.785398) or 45 degrees." msgstr "Konstante Pi/4 (0.785398) oder 45 Grad." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/2 constant (1.570796) or 90 degrees." msgstr "Konstante Pi/2 (1.570796) oder 90 Grad." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi constant (3.141593) or 180 degrees." msgstr "Konstante Pi (3.141593) oder 180 Grad." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Tau constant (6.283185) or 360 degrees." msgstr "Konstante Tau (6.283185) oder 360 Grad." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sqrt2 constant (1.414214). Square root of 2." msgstr "Konstante Sqrt2 (1.414214). Quadratwurzel aus 2." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the absolute value of the parameter." msgstr "Gibt den absoluten Betrag des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-cosine of the parameter." msgstr "Gibt den Arkuskosinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "Gibt den inversen hyperbolischen Kosinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-sine of the parameter." msgstr "Gibt den Arkussinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "Gibt den inversen hyperbolischen Sinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameter." msgstr "Gibt den Arkustangens des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameters." msgstr "Gibt den Arkuskosinus2 der Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Gibt den inversen hyperbolischen Tangens des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "Gibt die nächste Ganzzahl größer gleich dem Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Constrains a value to lie between two further values." msgstr "Schränkt den Wert auf das Intervall zweier Werte ein." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the cosine of the parameter." msgstr "Gibt den Kosinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic cosine of the parameter." msgstr "Gibt den hyperbolischen Kosinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in radians to degrees." msgstr "Wandelt einen Wert von Bogenmaß zu Grad um." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-e Exponential." msgstr "Basis-e exponentiell." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 Exponential." msgstr "Basis-2 exponentiell." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer less than or equal to the parameter." msgstr "Gibt die nächste Ganzzahl kleiner gleich dem Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Computes the fractional part of the argument." msgstr "Berechnet den Bruchteil des Parameters." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse of the square root of the parameter." msgstr "Gibt die inverse Quadratwurzel des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Natural logarithm." msgstr "Natürlicher Logarithmus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 logarithm." msgstr "Basis-2 Logarithmus." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the greater of two values." msgstr "Gibt den größeren zweier Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the lesser of two values." msgstr "Gibt den kleineren zweier Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two scalars." msgstr "Lineare Interpolation zwischen zwei Skalaren." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the opposite value of the parameter." msgstr "Gibt den inversen Wert des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - scalar" msgstr "1.0 - Skalar" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the value of the first parameter raised to the power of the second." msgstr "Gibt den ersten Parameter hoch den Zweiten zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in degrees to radians." msgstr "Wandelt einen Wert von Grad zu Bogenmaß um." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / scalar" msgstr "1.0 / Skalar" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer to the parameter." msgstr "Gibt die nächste Ganzzahl vom Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest even integer to the parameter." msgstr "Gibt die nächste gerade Ganzzahl vom Parameter zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Clamps the value between 0.0 and 1.0." msgstr "Schränkt den Wert auf das Intervall von 0.0 bis 1.0 ein." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Extracts the sign of the parameter." msgstr "Extrahiert das Vorzeichen des Parameters." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the sine of the parameter." msgstr "Gibt den Sinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic sine of the parameter." msgstr "Gibt den hyperbolischen Sinus des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the square root of the parameter." msgstr "Gibt die Quadratwurzel des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "Glatte Stufenfunktion ( Skalar(Kante0), Skalar(Kante1), Skalar(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante0‘, gibt 1.0 zurück falls ‚x‘ " "größer ‚Kante1‘. Ansonsten wird ein durch Hermite-Polynome interpolierter " "Wert zwischen 0.0 und 1.0 zurück gegeben." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Stufenfunktion ( Skalar(Kante), Skalar(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante‘, ansonsten 1.0." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the tangent of the parameter." msgstr "Gibt den Tangens des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic tangent of the parameter." msgstr "Gibt den hyperbolischen Tangens des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the truncated value of the parameter." msgstr "Gibt den abgeschnittenen Wert des Parameters zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds scalar to scalar." msgstr "Addiert Skalar zu Skalar." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides scalar by scalar." msgstr "Teilt Skalar durch Skalar." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies scalar by scalar." msgstr "Multipliziert Skalar mit Skalar." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two scalars." msgstr "Gibt den Rest der Division zweier Skalare zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts scalar from scalar." msgstr "Subtrahiert ein Skalar von einen anderem." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar constant." msgstr "Skalarkonstante." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar uniform." msgstr "Skalar-Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the cubic texture lookup." msgstr "Kubisches Texturfinden ausführen." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the texture lookup." msgstr "Texturfinden ausführen." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Cubic texture uniform lookup." msgstr "Kubisches Textur-Uniform-Lookup." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup." msgstr "2D-Textur-Uniform-Lookup." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup with triplanar." msgstr "2D-Textur-Uniform-Lookup mit triplanar." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform function." msgstr "Transformierungsfunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Calculate the outer product of a pair of vectors.\n" "\n" "OuterProduct treats the first parameter 'c' as a column vector (matrix with " "one column) and the second parameter 'r' as a row vector (matrix with one " "row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix " "whose number of rows is the number of components in 'c' and whose number of " "columns is the number of components in 'r'." msgstr "" "Berechnet das äußere Produkt zweier Vektoren.\n" "\n" "Führt eine Matrixmultiplikation des ersten Parameters ‚c‘ (interpretiert als " "Spaltenvektor = Matrix aus einer Spalte) mit dem zweiten Parameter " "‚r‘ (interpretiert als Zeilenvektor = Matrix aus einer Zeile) aus und gibt " "eine Matrix zurück die aus ‚cn‘ Zeilen und ‚rn‘ Spalten besteht, wobei ‚cn‘ " "und ‚rn‘ die Anzahl der Komponenten von ‚c‘ und ‚r‘ sind." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes transform from four vectors." msgstr "Erstellt Transform aus vier Vektoren." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes transform to four vectors." msgstr "Extrahiert vier Vektoren aus Transform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the determinant of a transform." msgstr "Berechnet die Determinante eines Transforms." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the inverse of a transform." msgstr "Invertiert ein Transform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the transpose of a transform." msgstr "Transponiert ein Transform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies transform by transform." msgstr "Multipliziert Transform mit Transform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by transform." msgstr "Multipliziert Vektor mit Transform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform constant." msgstr "Transformkonstante." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform uniform." msgstr "Transform-Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector function." msgstr "Vektorfunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector operator." msgstr "Vektoroperator." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes vector from three scalars." msgstr "Formt Vektor aus drei Skalaren." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes vector to three scalars." msgstr "Extrahiert drei Skalare aus Vektor." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the cross product of two vectors." msgstr "Berechnet das Kreuzprodukt zweier Vektoren." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the distance between two points." msgstr "Gibt die Distanz zwischen zwei Punkten zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the dot product of two vectors." msgstr "Berechnet das Skalarprodukt aus zwei Vektoren." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the same direction as a reference vector. " "The function has three vector parameters : N, the vector to orient, I, the " "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" "Gibt einen Vektor mit möglicherweise geändertem Vorzeichen zurück. Die " "Funktion benötigt drei Vektorparameter: N, der auszurichtende Vektor, E, der " "Einfallsvektor und Nref, der Referenzvektor. Ist das Skalarprodukt aus E und " "Nref kleiner als null wird N zurückgegeben, ansonsten -N." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the length of a vector." msgstr "Berechnet die Länge eines Vektors." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors." msgstr "Lineare Interpolation zwischen zwei Vektoren." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors using scalar." msgstr "Lineare Interpolation zwischen zwei Vektoren, benutzt ein Skalar." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the normalize product of vector." msgstr "Berechnet den normierten Vektor." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - vector" msgstr "1.0 - Vektor" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / vector" msgstr "1.0 / Vektor" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "" "Gibt den Vektor zurück der in Richtung der Reflektion zeigt (a: " "Einfallsvektor, b: Normalenvektor)." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the vector that points in the direction of refraction." msgstr "Gibt den Vektor zurück der in Richtung der Brechung zeigt." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "Glatte Stufenfunktion ( Vektor(Kante0), Vektor(Kante1), Vektor(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante0‘, gibt 1.0 zurück falls ‚x‘ " "größer als ‚Kante1‘. Ansonsten wird ein durch Hermite-Polynome " "interpolierter Wert zwischen 0.0 und 1.0 zurückgegeben." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "Weiche Stufenfunktion ( Skalar(Kante0), Skalar(Kante1), Vektor(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante0‘, gibt 1.0 zurück falls ‚x‘ " "größer als ‚Kante1‘. Ansonsten wird ein durch Hermite-Polynome " "interpolierter Wert zwischen 0.0 und 1.0 zurückgegeben." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( vector(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Stufenfunktion ( Vektor(Kante), Vektor(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante‘, ansonsten 1.0." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Stufenfunktion ( Skalar(Kante), Vektor(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante‘, ansonsten 1.0." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds vector to vector." msgstr "Addiert Vektor zu Vektor." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides vector by vector." msgstr "Teilt Vektor durch Vektor." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by vector." msgstr "Multipliziert Vektor mit Vektor." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two vectors." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts vector from vector." msgstr "Subtrahiert Vektor von Vektor." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector constant." msgstr "Vektorkonstante." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector uniform." msgstr "Vektor-Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" "Ein selbst festgelegter Shader-Sprachausdruck mit eigens festgelegten Ein- " "und Ausgangsschnittstellen. Dieser Code wird direkt in eine Vertex-, " "Fragment- oder Light-Funktion kopiert, Funktionsdeklarationen können hier " "nicht verwendet werden." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "Gibt den Abfall abgeleitet aus dem Skalarprodukt zwischen Flächennormale und " "Kamerablickrichtung zurück (zugeordnete Eingänge müssen übergeben werden)." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, uniforms and " "constants." msgstr "" "Selbst-erstellter Ausdruck in der Godot-Shader-Sprache, welcher vor dem " "resultierten Shader platziert wird. Hier können beliebige " "Funktionsdefinitionen eingefügt werden die dann in späteren Ausdrücken " "verwendet werden können. Das gleiche gilt für Varyings, Uniforms und " "Konstanten." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "A reference to an existing uniform." msgstr "Eine Referenz zu einem existierenden Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Scalar derivative function." msgstr "(nur für Fragment-/Light-Modus) Skalare Ableitungsfunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Vector derivative function." msgstr "(nur für Fragment-/Light-Modus) Vektorielle Ableitungsfunktion." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" "(nur für Fragment-/Light-Modus) (Vektor) Lokale differenzielle Ableitung in " "‚x‘-Richtung." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" "(nur für Fragment-/Light-Modus) (Skalar) Lokale differenzielle Ableitung in " "‚x‘-Richtung." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" "(nur für Fragment-/Light-Modus) (Vektor) Lokale differenzielle Ableitung in " "‚y‘-Richtung." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" "(nur für Fragment-/Light-Modus) (Skalar) Lokale differenzielle Ableitung in " "‚y‘-Richtung." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(nur für Fragment-/Light-Modus) (Vektor) Summe der absoluten Ableitungen in " "‚x‘- und ‚y‘-Richtung." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(nur für Fragment-/Light-Modus) (Skalar) Summe der absoluten Ableitungen in " "‚x‘- und ‚y‘-Richtung." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "VisualShader" msgstr "VisualShader" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Edit Visual Property" msgstr "Visuelle Eigenschaft bearbeiten" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Mode Changed" msgstr "Visual-Shader-Modus geändert" #: editor/project_export.cpp msgid "Runnable" msgstr "Soforteinsatz" #: editor/project_export.cpp msgid "Delete preset '%s'?" msgstr "Vorlage ‚%s‘ löschen?" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "Export templates seem to be missing or invalid." msgstr "" "Export des Projekts für die Plattform ‚%s‘ fehlgeschlagen.\n" "Exportvorlagen scheinen zu fehlen oder ungültig zu sein." #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "This might be due to a configuration issue in the export preset or your " "export settings." msgstr "" "Export des Projekts für die Plattform ‚%s‘ fehlgeschlagen.\n" "Es könnte an einen fehlerhaften Einstellung in den Voreinstellungen oder den " "individuellen Exporteinstellugen liegen." #: editor/project_export.cpp msgid "Release" msgstr "Veröffentlichung" #: editor/project_export.cpp msgid "Exporting All" msgstr "Exportiere alles" #: editor/project_export.cpp msgid "The given export path doesn't exist:" msgstr "Der angegebene Export-Pfad existiert nicht:" #: editor/project_export.cpp msgid "Export templates for this platform are missing/corrupted:" msgstr "Export-Vorlagen für dieses Systeme fehlen / sind fehlerhaft:" #: editor/project_export.cpp msgid "Presets" msgstr "Vorlagen" #: editor/project_export.cpp editor/project_settings_editor.cpp msgid "Add..." msgstr "Hinzufügen..." #: editor/project_export.cpp msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" "Falls aktiviert wird diese Vorlage beim Soforteinsatz verwendet.\n" "Nur eine Vorlage pro Plattform kann für den Soforteinsatz aktiviert werden." #: editor/project_export.cpp msgid "Export Path" msgstr "Exportpfad" #: editor/project_export.cpp msgid "Resources" msgstr "Ressourcen" #: editor/project_export.cpp msgid "Export all resources in the project" msgstr "Exportiere alle Ressourcen des Projekts" #: editor/project_export.cpp msgid "Export selected scenes (and dependencies)" msgstr "Exportiere ausgewählte Szenen (inklusive Abhängigkeiten)" #: editor/project_export.cpp msgid "Export selected resources (and dependencies)" msgstr "Exportiere ausgewählte Ressourcen (inklusive Abhängigkeiten)" #: editor/project_export.cpp msgid "Export Mode:" msgstr "Export-Modus:" #: editor/project_export.cpp msgid "Resources to export:" msgstr "Zu exportierende Ressourcen:" #: editor/project_export.cpp msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "Filter um Nicht-Ressourcendateien/-ordner zu exportieren\n" "(durch Kommata getrennt, z.B.: *.json, *.txt, docs/*)" #: editor/project_export.cpp msgid "" "Filters to exclude files/folders from project\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "Filter um Dateien/Ordner vom Projekt auszuschließen\n" "(durch Kommata getrennt, z.B.: *.json, *.txt, docs/*)" #: editor/project_export.cpp msgid "Features" msgstr "Eigenschaften und Merkmale" #: editor/project_export.cpp msgid "Custom (comma-separated):" msgstr "Benutzerdefiniert (komma-separiert):" #: editor/project_export.cpp msgid "Feature List:" msgstr "Funktionalitätsliste:" #: editor/project_export.cpp msgid "Script" msgstr "Skript" #: editor/project_export.cpp msgid "Script Export Mode:" msgstr "Skript-Exportmodus:" #: editor/project_export.cpp msgid "Text" msgstr "Text" #: editor/project_export.cpp msgid "Compiled" msgstr "Kompiliert" #: editor/project_export.cpp msgid "Encrypted (Provide Key Below)" msgstr "Verschlüsselt (Schlüssel unten angeben)" #: editor/project_export.cpp msgid "Invalid Encryption Key (must be 64 characters long)" msgstr "Ungültiger Schlüssel für Verschlüsselung (muss 64 Zeichen lang sein)" #: editor/project_export.cpp msgid "Script Encryption Key (256-bits as hex):" msgstr "Skript-Schlüssel (256 Bit hexadezimal):" #: editor/project_export.cpp msgid "Export PCK/Zip" msgstr "Exportiere PCK/Zip" #: editor/project_export.cpp msgid "Export Project" msgstr "Projekt exportieren" #: editor/project_export.cpp msgid "Export mode?" msgstr "Export-Modus?" #: editor/project_export.cpp msgid "Export All" msgstr "Alles exportieren" #: editor/project_export.cpp editor/project_manager.cpp msgid "ZIP File" msgstr "ZIP-Datei" #: editor/project_export.cpp msgid "Godot Game Pack" msgstr "Godot-Game-Pack" #: editor/project_export.cpp msgid "Export templates for this platform are missing:" msgstr "Export-Templates für diese Systeme fehlen:" #: editor/project_export.cpp msgid "Manage Export Templates" msgstr "Verwalte Exportvorlagen" #: editor/project_export.cpp msgid "Export With Debug" msgstr "Exportiere mit Debuginformationen" #: editor/project_manager.cpp msgid "The path specified doesn't exist." msgstr "Der angegebene Pfad existiert nicht." #: editor/project_manager.cpp msgid "Error opening package file (it's not in ZIP format)." msgstr "Fehler beim Öffnen der Paketdatei (kein ZIP-Format)." #: editor/project_manager.cpp msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Ungültige „.zip“-Projektdatei, enthält keine „project.godot“-Datei." #: editor/project_manager.cpp msgid "Please choose an empty folder." msgstr "Bitte einen leeren Ordner auswählen." #: editor/project_manager.cpp msgid "Please choose a \"project.godot\" or \".zip\" file." msgstr "Eine „project.godot” oder „.zip“-Datei auswählen." #: editor/project_manager.cpp msgid "This directory already contains a Godot project." msgstr "Dieses Verzeichnis beinhaltet bereits ein Godot-Projekt." #: editor/project_manager.cpp msgid "New Game Project" msgstr "Neues Spiel" #: editor/project_manager.cpp msgid "Imported Project" msgstr "Importiertes Projekt" #: editor/project_manager.cpp msgid "Invalid Project Name." msgstr "Ungültiger Projektname." #: editor/project_manager.cpp msgid "Couldn't create folder." msgstr "Ordner konnte nicht erstellt werden." #: editor/project_manager.cpp msgid "There is already a folder in this path with the specified name." msgstr "" "Es existiert bereits ein Ordner an diesem Pfad mit dem angegebenen Namen." #: editor/project_manager.cpp msgid "It would be a good idea to name your project." msgstr "Es wird empfohlen das Projekt zu benennen." #: editor/project_manager.cpp msgid "Invalid project path (changed anything?)." msgstr "Ungültiger Projektpfad (etwas geändert?)." #: editor/project_manager.cpp msgid "" "Couldn't load project.godot in project path (error %d). It may be missing or " "corrupted." msgstr "" "Die Datei project.godot im Projektpfad konnte nicht geladen werden (Fehler " "%d). Sie könnte fehlen oder beschädigt sein." #: editor/project_manager.cpp msgid "Couldn't edit project.godot in project path." msgstr "project.godot des Projektpfads konnte nicht bearbeitet werden." #: editor/project_manager.cpp msgid "Couldn't create project.godot in project path." msgstr "Konnte project.godot im Projektpfad nicht erzeugen." #: editor/project_manager.cpp msgid "Rename Project" msgstr "Projekt umbenennen" #: editor/project_manager.cpp msgid "Import Existing Project" msgstr "Existierendes Projekt importieren" #: editor/project_manager.cpp msgid "Import & Edit" msgstr "Importieren & Bearbeiten" #: editor/project_manager.cpp msgid "Create New Project" msgstr "Erstelle neues Projekt" #: editor/project_manager.cpp msgid "Create & Edit" msgstr "Erstellen & Bearbeiten" #: editor/project_manager.cpp msgid "Install Project:" msgstr "Installiere Projekt:" #: editor/project_manager.cpp msgid "Install & Edit" msgstr "Installieren & Bearbeiten" #: editor/project_manager.cpp msgid "Project Name:" msgstr "Projektname:" #: editor/project_manager.cpp msgid "Project Path:" msgstr "Projektpfad:" #: editor/project_manager.cpp msgid "Project Installation Path:" msgstr "Projektinstallationspfad:" #: editor/project_manager.cpp msgid "Renderer:" msgstr "Renderer:" #: editor/project_manager.cpp msgid "OpenGL ES 3.0" msgstr "OpenGL ES 3.0" #: editor/project_manager.cpp msgid "Not supported by your GPU drivers." msgstr "Nicht unterstützt durch gegenwärtigen GPU-Treiber." #: editor/project_manager.cpp msgid "" "Higher visual quality\n" "All features available\n" "Incompatible with older hardware\n" "Not recommended for web games" msgstr "" "Höhere Grafikqualität\n" "Alle Funktionen verfügbar\n" "Inkompatibel mit älterer Hardware\n" "Nicht empfohlen für Webanwendungen" #: editor/project_manager.cpp msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: editor/project_manager.cpp msgid "" "Lower visual quality\n" "Some features not available\n" "Works on most hardware\n" "Recommended for web games" msgstr "" "Geringere Grafikqualität\n" "Einige Funktionen sind nicht vorhanden\n" "Läuft auf fast jeder Hardware\n" "Empfohlen für Webanwendungen" #: editor/project_manager.cpp msgid "Renderer can be changed later, but scenes may need to be adjusted." msgstr "" "Der Renderer kann auch später noch ausgetauscht werden, allerdings kann es " "sein, dass dann manche Szenen angepasst werden müssen." #: editor/project_manager.cpp msgid "Unnamed Project" msgstr "Unbenanntes Projekt" #: editor/project_manager.cpp msgid "Missing Project" msgstr "Fehlendes Projekt" #: editor/project_manager.cpp msgid "Error: Project is missing on the filesystem." msgstr "Fehler: Projekt ist nicht im Dateisystem vorhanden." #: editor/project_manager.cpp msgid "Can't open project at '%s'." msgstr "Projekt in ‚%s‘ kann nicht geöffnet werden." #: editor/project_manager.cpp msgid "Are you sure to open more than one project?" msgstr "Sollen wirklich mehrere Projekte geöffnet werden?" #: editor/project_manager.cpp msgid "" "The following project settings file does not specify the version of Godot " "through which it was created.\n" "\n" "%s\n" "\n" "If you proceed with opening it, it will be converted to Godot's current " "configuration file format.\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "Die folgende Projekteinstellungsdatei enthält keine Information darüber, mit " "welcher Version von Godot sie erstellt wurde.\n" "\n" "%s\n" "\n" "Sollte das Öffnen fortgesetzt werden, wird die Datei in das " "Konfigurationsdateiformat der aktuellen Godot-Version umgewandelt.\n" "Warnung: Das Projekt kann nach der Konvertierung nicht mehr mit einer " "älteren Godot-Version geöffnet werden." #: editor/project_manager.cpp msgid "" "The following project settings file was generated by an older engine " "version, and needs to be converted for this version:\n" "\n" "%s\n" "\n" "Do you want to convert it?\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "Die folgende Projekteinstellungsdatei ist mit einer älteren Godot-Version " "erstellt worden und muss für die aktuelle Version konvertiert werden:\n" "\n" "%s\n" "\n" "Soll die Umwandlung vorgenommen werden?\n" "Warnung: Das Projekt kann nach der Umwandlung nicht mehr mit einer älteren " "Version geöffnet werden." #: editor/project_manager.cpp msgid "" "The project settings were created by a newer engine version, whose settings " "are not compatible with this version." msgstr "" "Die Projekteinstellungen wurden mit einer neueren Godot-Version erstellt und " "sind nicht kompatibel mit der aktuell genutzten Version." #: editor/project_manager.cpp msgid "" "Can't run project: no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " "the \"Application\" category." msgstr "" "Das Projekt kann nicht ausgeführt werden: Es wurde keine Hauptszene " "festgelegt.\n" "In den Projekteinstellungen unter der Kategorie „Anwendung“ kann die " "Hauptszene festgelegt werden." #: editor/project_manager.cpp msgid "" "Can't run project: Assets need to be imported.\n" "Please edit the project to trigger the initial import." msgstr "" "Projekt kann nicht ausgeführt werden: Nutzerinhalte müssen importiert " "werden.\n" "Das Projekt muss eingestellt werden einen ersten Import einzuleiten." #: editor/project_manager.cpp msgid "Are you sure to run %d projects at once?" msgstr "Sollen wirklich %d Projekte gleichzeitig ausgeführt werden?" #: editor/project_manager.cpp msgid "" "Remove %d projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "%d Projekte aus der Liste entfernen?\n" "Inhalte der Projektordner werden nicht geändert." #: editor/project_manager.cpp msgid "" "Remove this project from the list?\n" "The project folder's contents won't be modified." msgstr "" "Dieses Projekt aus der Liste entfernen?\n" "Inhalte des Projektordners werden nicht geändert." #: editor/project_manager.cpp msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "Alle fehlenden Projekte aus der Liste entfernen?\n" "Inhalte des Projektordners werden nicht geändert." #: editor/project_manager.cpp msgid "" "Language changed.\n" "The interface will update after restarting the editor or project manager." msgstr "" "Sprache geändert.\n" "Die Benutzeroberfläche wird beim nächsten Start des Editors oder der " "Projektverwaltung aktualisiert." #: editor/project_manager.cpp msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" "Sollen wirklich %s Ordner nach Godot-Projekten durchsucht werden?\n" "Dies kann eine Weile dauern." #. TRANSLATORS: This refers to the application where users manage their Godot projects. #: editor/project_manager.cpp msgid "Project Manager" msgstr "Projektverwaltung" #: editor/project_manager.cpp msgid "Projects" msgstr "Projekte" #: editor/project_manager.cpp #, fuzzy msgid "Loading, please wait..." msgstr "Mirrors werden geladen, bitte warten..." #: editor/project_manager.cpp msgid "Last Modified" msgstr "Zuletzt bearbeitet" #: editor/project_manager.cpp msgid "Scan" msgstr "Scannen" #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Wähle zu durchsuchenden Ordner" #: editor/project_manager.cpp msgid "New Project" msgstr "Neues Projekt" #: editor/project_manager.cpp msgid "Remove Missing" msgstr "Fehlende entfernen" #: editor/project_manager.cpp msgid "Templates" msgstr "Vorlagen" #: editor/project_manager.cpp msgid "Restart Now" msgstr "Jetzt Neustarten" #: editor/project_manager.cpp msgid "Can't run project" msgstr "Projekt kann nicht ausgeführt werden" #: editor/project_manager.cpp msgid "" "You currently don't have any projects.\n" "Would you like to explore official example projects in the Asset Library?" msgstr "" "Zur Zeit sind keine Projekte vorhanden.\n" "Sollen offizielle Beispielprojekte aus der Nutzerinhaltesammlung angezeigt " "werden?" #: editor/project_manager.cpp msgid "" "The search box filters projects by name and last path component.\n" "To filter projects by name and full path, the query must contain at least " "one `/` character." msgstr "" "Die Suchmaske filtert Projekte nach ihrem Namen oder der letzten Komponente " "ihres Pfadnamens.\n" "Um den Filter auf den gesamten Pfadnamen anzuwenden muss mindestens ein ‚/‘-" "Zeichen in der Suchanfrage vorhanden sein." #: editor/project_settings_editor.cpp msgid "Key " msgstr "Taste " #: editor/project_settings_editor.cpp msgid "Joy Button" msgstr "Joysticktaste" #: editor/project_settings_editor.cpp msgid "Joy Axis" msgstr "Joystickachse" #: editor/project_settings_editor.cpp msgid "Mouse Button" msgstr "Maustaste" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. it cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" "Ungültiger Aktionsname. Er kann weder leer sein noch ‚/‘, ‚:‘, ‚=‘, ‘\\‘ " "oder ‚\"‘ enthalten" #: editor/project_settings_editor.cpp msgid "An action with the name '%s' already exists." msgstr "Eine Aktion mit dem Namen ‚%s‘ existiert bereits." #: editor/project_settings_editor.cpp msgid "Rename Input Action Event" msgstr "Eingabeaktionsereignis umbenennen" #: editor/project_settings_editor.cpp msgid "Change Action deadzone" msgstr "Nullschwelle der Aktion ändern" #: editor/project_settings_editor.cpp msgid "Add Input Action Event" msgstr "Eingabeaktionsereignis hinzufügen" #: editor/project_settings_editor.cpp msgid "All Devices" msgstr "Alle Geräte" #: editor/project_settings_editor.cpp msgid "Device" msgstr "Gerät" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Press a Key..." msgstr "Drücke eine Taste..." #: editor/project_settings_editor.cpp msgid "Mouse Button Index:" msgstr "Maustasten-Index:" #: editor/project_settings_editor.cpp msgid "Left Button" msgstr "Linke Taste" #: editor/project_settings_editor.cpp msgid "Right Button" msgstr "Rechte Taste" #: editor/project_settings_editor.cpp msgid "Middle Button" msgstr "Mittlere Taste" #: editor/project_settings_editor.cpp msgid "Wheel Up Button" msgstr "Mausrad hoch" #: editor/project_settings_editor.cpp msgid "Wheel Down Button" msgstr "Mausrad herunter" #: editor/project_settings_editor.cpp msgid "Wheel Left Button" msgstr "Mausrad links" #: editor/project_settings_editor.cpp msgid "Wheel Right Button" msgstr "Mausrad rechts" #: editor/project_settings_editor.cpp msgid "X Button 1" msgstr "X-Knopf 1" #: editor/project_settings_editor.cpp msgid "X Button 2" msgstr "X-Knopf 2" #: editor/project_settings_editor.cpp msgid "Joypad Axis Index:" msgstr "Joystickachsen-Index:" #: editor/project_settings_editor.cpp msgid "Axis" msgstr "Achse" #: editor/project_settings_editor.cpp msgid "Joypad Button Index:" msgstr "Joysticktasten-Index:" #: editor/project_settings_editor.cpp msgid "Erase Input Action" msgstr "Eingabeaktion löschen" #: editor/project_settings_editor.cpp msgid "Erase Input Action Event" msgstr "Lösche Eingabeaktionsereignis" #: editor/project_settings_editor.cpp msgid "Add Event" msgstr "Ereignis hinzufügen" #: editor/project_settings_editor.cpp msgid "Button" msgstr "Knopf" #: editor/project_settings_editor.cpp msgid "Left Button." msgstr "Linke Taste." #: editor/project_settings_editor.cpp msgid "Right Button." msgstr "Rechte Taste." #: editor/project_settings_editor.cpp msgid "Middle Button." msgstr "Mittlere Taste." #: editor/project_settings_editor.cpp msgid "Wheel Up." msgstr "Mausrad hoch." #: editor/project_settings_editor.cpp msgid "Wheel Down." msgstr "Mausrad runter." #: editor/project_settings_editor.cpp msgid "Add Global Property" msgstr "Globale Eigenschaft hinzufügen" #: editor/project_settings_editor.cpp msgid "Select a setting item first!" msgstr "Zuerst Einstellungspunkt auswählen!" #: editor/project_settings_editor.cpp msgid "No property '%s' exists." msgstr "Eigenschaft ‚%s‘ existiert nicht." #: editor/project_settings_editor.cpp msgid "Setting '%s' is internal, and it can't be deleted." msgstr "Einstellung '%s' ist intern und kann nicht gelöscht werden." #: editor/project_settings_editor.cpp msgid "Delete Item" msgstr "Eintrag löschen" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'." msgstr "" "Ungültiger Aktionsname. Er kann weder leer sein noch ‚/‘, ‚:‘, ‚=‘, ‘\\‘ " "oder ‚\"‘ enthalten." #: editor/project_settings_editor.cpp msgid "Add Input Action" msgstr "Füge Eingabeaktion hinzu" #: editor/project_settings_editor.cpp msgid "Error saving settings." msgstr "Fehler beim Speichern der Einstellungen." #: editor/project_settings_editor.cpp msgid "Settings saved OK." msgstr "Einstellungen gespeichert OK." #: editor/project_settings_editor.cpp msgid "Moved Input Action Event" msgstr "Eingabeaktionsereignis verschoben" #: editor/project_settings_editor.cpp msgid "Override for Feature" msgstr "Für Funktion überschreiben" #: editor/project_settings_editor.cpp msgid "Add Translation" msgstr "Übersetzung hinzufügen" #: editor/project_settings_editor.cpp msgid "Remove Translation" msgstr "Übersetzung entfernen" #: editor/project_settings_editor.cpp msgid "Add Remapped Path" msgstr "Umgeleiteten Pfad hinzufügen" #: editor/project_settings_editor.cpp msgid "Resource Remap Add Remap" msgstr "Ressourcen-Umleitung hinzufügen" #: editor/project_settings_editor.cpp msgid "Change Resource Remap Language" msgstr "Ändere Zielsprache der Ressourcen-Umleitung" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap" msgstr "Ressourcen-Umleitung entfernen" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap Option" msgstr "Ressourcen-Umleitungsoption entfernen" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter" msgstr "Sprachfilter geändert" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter Mode" msgstr "Sprachfiltermodus geändert" #: editor/project_settings_editor.cpp msgid "Project Settings (project.godot)" msgstr "Projekteinstellungen (project.godot)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "General" msgstr "Allgemein" #: editor/project_settings_editor.cpp msgid "Override For..." msgstr "Überschreiben für..." #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "The editor must be restarted for changes to take effect." msgstr "" "Damit die Änderungen Wirkung zeigen muss der Editor neu gestartet werden." #: editor/project_settings_editor.cpp msgid "Input Map" msgstr "Eingabe-Zuordnung" #: editor/project_settings_editor.cpp msgid "Action:" msgstr "Aktion:" #: editor/project_settings_editor.cpp msgid "Action" msgstr "Aktion" #: editor/project_settings_editor.cpp msgid "Deadzone" msgstr "Nullschwelle" #: editor/project_settings_editor.cpp msgid "Device:" msgstr "Gerät:" #: editor/project_settings_editor.cpp msgid "Index:" msgstr "Index:" #: editor/project_settings_editor.cpp msgid "Localization" msgstr "Lokalisierung" #: editor/project_settings_editor.cpp msgid "Translations" msgstr "Übersetzungen" #: editor/project_settings_editor.cpp msgid "Translations:" msgstr "Übersetzungen:" #: editor/project_settings_editor.cpp msgid "Remaps" msgstr "Neu zuweisen" #: editor/project_settings_editor.cpp msgid "Resources:" msgstr "Ressourcen:" #: editor/project_settings_editor.cpp msgid "Remaps by Locale:" msgstr "Umleitungen nach Lokalisierung:" #: editor/project_settings_editor.cpp msgid "Locale" msgstr "Gebietsschema" #: editor/project_settings_editor.cpp msgid "Locales Filter" msgstr "Sprachfilter" #: editor/project_settings_editor.cpp msgid "Show All Locales" msgstr "Alle Sprachen anzeigen" #: editor/project_settings_editor.cpp msgid "Show Selected Locales Only" msgstr "Nur ausgewählte Sprachen anzeigen" #: editor/project_settings_editor.cpp msgid "Filter mode:" msgstr "Filtermodus:" #: editor/project_settings_editor.cpp msgid "Locales:" msgstr "Sprachen:" #: editor/project_settings_editor.cpp msgid "AutoLoad" msgstr "Autoload" #: editor/project_settings_editor.cpp msgid "Plugins" msgstr "Erweiterungen" #: editor/property_editor.cpp msgid "Preset..." msgstr "Voreinstellungen..." #: editor/property_editor.cpp msgid "Zero" msgstr "Null" #: editor/property_editor.cpp msgid "Easing In-Out" msgstr "Glätten Ein-Aus" #: editor/property_editor.cpp msgid "Easing Out-In" msgstr "Glätten Aus-Ein" #: editor/property_editor.cpp msgid "File..." msgstr "Datei..." #: editor/property_editor.cpp msgid "Dir..." msgstr "Verzeichnis..." #: editor/property_editor.cpp msgid "Assign" msgstr "Zuweisen" #: editor/property_editor.cpp msgid "Select Node" msgstr "Node auswählen" #: editor/property_editor.cpp msgid "Error loading file: Not a resource!" msgstr "Fehler beim Laden der Datei: Keine Ressource!" #: editor/property_editor.cpp msgid "Pick a Node" msgstr "Node auswählen" #: editor/property_editor.cpp msgid "Bit %d, val %d." msgstr "Bit %d, Wert %d." #: editor/property_selector.cpp msgid "Select Property" msgstr "Eigenschaft auswählen" #: editor/property_selector.cpp msgid "Select Virtual Method" msgstr "Virtuelle Methode auswählen" #: editor/property_selector.cpp msgid "Select Method" msgstr "Methode auswählen" #: editor/rename_dialog.cpp editor/scene_tree_dock.cpp msgid "Batch Rename" msgstr "Stapelweise Umbenennung" #: editor/rename_dialog.cpp msgid "Replace:" msgstr "Ersetzen:" #: editor/rename_dialog.cpp msgid "Prefix:" msgstr "Präfix:" #: editor/rename_dialog.cpp msgid "Suffix:" msgstr "Suffix:" #: editor/rename_dialog.cpp msgid "Use Regular Expressions" msgstr "Reguläre Ausdrücke verwenden" #: editor/rename_dialog.cpp msgid "Advanced Options" msgstr "Erweiterte Einstellungen" #: editor/rename_dialog.cpp msgid "Substitute" msgstr "Ersatz" #: editor/rename_dialog.cpp msgid "Node name" msgstr "Node-Name" #: editor/rename_dialog.cpp msgid "Node's parent name, if available" msgstr "Name des Eltern-Nodes, falls vorhanden" #: editor/rename_dialog.cpp msgid "Node type" msgstr "Node-Typ" #: editor/rename_dialog.cpp msgid "Current scene name" msgstr "Aktueller Szenenname" #: editor/rename_dialog.cpp msgid "Root node name" msgstr "Name des Wurzel-Nodes" #: editor/rename_dialog.cpp msgid "" "Sequential integer counter.\n" "Compare counter options." msgstr "" "Sequenzieller ganzzahliger Zähler.\n" "Zahleroptionen vergleichen." #: editor/rename_dialog.cpp msgid "Per-level Counter" msgstr "Pro-Ebene-Zähler" #: editor/rename_dialog.cpp msgid "If set, the counter restarts for each group of child nodes." msgstr "" "Falls gesetzt, startet der Zähler für jede Gruppe aus Unterobjekten neu." #: editor/rename_dialog.cpp msgid "Initial value for the counter" msgstr "Anfangswert für Zähler" #: editor/rename_dialog.cpp msgid "Step" msgstr "Schritt" #: editor/rename_dialog.cpp msgid "Amount by which counter is incremented for each node" msgstr "Wert um welchen der Zähler für jedes Node erhöht wird" #: editor/rename_dialog.cpp msgid "Padding" msgstr "Versatz" #: editor/rename_dialog.cpp msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" "Minimale Anzahl an Ziffern für diesen Zähler.\n" "Fehlende Ziffern werden mit führenden Nullen ergänzt." #: editor/rename_dialog.cpp msgid "Post-Process" msgstr "Nachbearbeitung" #: editor/rename_dialog.cpp msgid "Keep" msgstr "Behalten" #: editor/rename_dialog.cpp msgid "PascalCase to snake_case" msgstr "CamelCase zu unter_strich" #: editor/rename_dialog.cpp msgid "snake_case to PascalCase" msgstr "unter_strich zu CamelCase" #: editor/rename_dialog.cpp msgid "Case" msgstr "Form" #: editor/rename_dialog.cpp msgid "To Lowercase" msgstr "Zu Kleinbuchstaben" #: editor/rename_dialog.cpp msgid "To Uppercase" msgstr "Zu Großbuchstaben" #: editor/rename_dialog.cpp msgid "Reset" msgstr "Zurücksetzen" #: editor/rename_dialog.cpp msgid "Regular Expression Error:" msgstr "Fehler in regulärem Ausdruck:" #: editor/rename_dialog.cpp msgid "At character %s" msgstr "Bei Zeichen %s" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent Node" msgstr "Node umhängen" #: editor/reparent_dialog.cpp msgid "Reparent Location (Select new Parent):" msgstr "Ort umhängen (neue Eltern auswählen):" #: editor/reparent_dialog.cpp msgid "Keep Global Transform" msgstr "Behalte globale Transformation" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent" msgstr "Umhängen" #: editor/run_settings_dialog.cpp msgid "Run Mode:" msgstr "Ausführungsmodus:" #: editor/run_settings_dialog.cpp msgid "Current Scene" msgstr "Aktuelle Szene" #: editor/run_settings_dialog.cpp msgid "Main Scene" msgstr "Hauptszene" #: editor/run_settings_dialog.cpp msgid "Main Scene Arguments:" msgstr "Hauptszenen Parameter:" #: editor/run_settings_dialog.cpp msgid "Scene Run Settings" msgstr "Szenenausführungseinstellungen" #: editor/scene_tree_dock.cpp msgid "No parent to instance the scenes at." msgstr "" "Kein Eltern-Node unter dem Szenen instantiiert werden könnten vorhanden." #: editor/scene_tree_dock.cpp msgid "Error loading scene from %s" msgstr "Fehler beim Laden der Szene von %s" #: editor/scene_tree_dock.cpp msgid "" "Cannot instance the scene '%s' because the current scene exists within one " "of its nodes." msgstr "" "Kann Szene %s nicht instanziieren da die aktuelle Szene in einer ihrer Nodes " "existiert." #: editor/scene_tree_dock.cpp msgid "Instance Scene(s)" msgstr "Instanz-Szene(n)" #: editor/scene_tree_dock.cpp msgid "Replace with Branch Scene" msgstr "Mit verzweigter Szene ersetzen" #: editor/scene_tree_dock.cpp msgid "Instance Child Scene" msgstr "Szene hier instantiieren" #: editor/scene_tree_dock.cpp msgid "Detach Script" msgstr "Skript loslösen" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on the tree root." msgstr "" "Diese Aktion kann nicht in der Wurzel des Szenenbaums ausgeführt werden." #: editor/scene_tree_dock.cpp msgid "Move Node In Parent" msgstr "Bewege Node innerhalb des Eltern-Nodes" #: editor/scene_tree_dock.cpp msgid "Move Nodes In Parent" msgstr "Bewege Nodes innerhalb des Eltern-Nodes" #: editor/scene_tree_dock.cpp msgid "Duplicate Node(s)" msgstr "Dupliziere Node(s)" #: editor/scene_tree_dock.cpp msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" "Nodes in geerbtet Szenen können nicht umgehängt oder umgeordnet werden." #: editor/scene_tree_dock.cpp msgid "Node must belong to the edited scene to become root." msgstr "Node muss zur bearbeiteten Szene gehören um ihre Wurzel zu werden." #: editor/scene_tree_dock.cpp msgid "Instantiated scenes can't become root" msgstr "Instantiierte Szenen können keine Wurzel werden" #: editor/scene_tree_dock.cpp msgid "Make node as Root" msgstr "Node zur Szenenwurzel machen" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes and any children?" msgstr "%d Nodes und ihre Unterobjekte löschen?" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes?" msgstr "%d Nodes löschen?" #: editor/scene_tree_dock.cpp msgid "Delete the root node \"%s\"?" msgstr "Das Wurzelnode „%s“ löschen?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\" and its children?" msgstr "Node „%s“ und Unterobjekte löschen?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\"?" msgstr "Node „%s“ löschen?" #: editor/scene_tree_dock.cpp msgid "Can not perform with the root node." msgstr "Lässt sich nicht an Wurzel-Node ausführen." #: editor/scene_tree_dock.cpp msgid "This operation can't be done on instanced scenes." msgstr "Diese Aktion kann nicht auf instantiierten Szenen ausgeführt werden." #: editor/scene_tree_dock.cpp msgid "Save New Scene As..." msgstr "Speichere neue Szene als..." #: editor/scene_tree_dock.cpp msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" "Wenn „Editierbare Instanz“ deaktiviert wird, werden alle Eigenschaften " "dieses Nodes wieder in ihren Ausgangszustand zurückgesetzt." #: editor/scene_tree_dock.cpp msgid "" "Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " "cause all properties of the node to be reverted to their default." msgstr "" "Das Aktivieren von „Als Platzhalter laden“ wird die Option „Bearbeitbare " "Unterobjekte“ deaktivieren und alle so bereits bearbeiteten Werte des Nodes " "auf ihre Standardwerte zurücksetzen." #: editor/scene_tree_dock.cpp msgid "Make Local" msgstr "Lokal machen" #: editor/scene_tree_dock.cpp msgid "New Scene Root" msgstr "Neue Szenenwurzel" #: editor/scene_tree_dock.cpp msgid "Create Root Node:" msgstr "Erzeuge Wurzel-Node:" #: editor/scene_tree_dock.cpp msgid "2D Scene" msgstr "2D-Szene" #: editor/scene_tree_dock.cpp msgid "3D Scene" msgstr "3D-Szene" #: editor/scene_tree_dock.cpp msgid "User Interface" msgstr "Benutzerschnittstelle" #: editor/scene_tree_dock.cpp msgid "Other Node" msgstr "Anderer Node" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes from a foreign scene!" msgstr "Bearbeiten von Nodes einer fremden Szene ist nicht möglich!" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes the current scene inherits from!" msgstr "Kann Nodes, von denen die aktuelle Szene erbt, nicht bearbeiten!" #: editor/scene_tree_dock.cpp msgid "Attach Script" msgstr "Skript hinzufügen" #: editor/scene_tree_dock.cpp msgid "Remove Node(s)" msgstr "Entferne Node(s)" #: editor/scene_tree_dock.cpp msgid "Change type of node(s)" msgstr "Nodetyp(en) ändern" #: editor/scene_tree_dock.cpp msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" "Konnte neue Szene nicht speichern. Wahrscheinlich konnten (Instanz-) " "Abhängigkeiten nicht erfüllt werden." #: editor/scene_tree_dock.cpp msgid "Error saving scene." msgstr "Fehler beim Speichern der Szene." #: editor/scene_tree_dock.cpp msgid "Error duplicating scene to save it." msgstr "Fehler beim Duplizieren der Szene zum Speichern." #: editor/scene_tree_dock.cpp msgid "Sub-Resources" msgstr "Unter-Ressourcen" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance" msgstr "Löse Vererbung" #: editor/scene_tree_dock.cpp msgid "Editable Children" msgstr "Bearbeitbare Unterobjekte" #: editor/scene_tree_dock.cpp msgid "Load As Placeholder" msgstr "Als Platzhalter laden" #: editor/scene_tree_dock.cpp msgid "Open Documentation" msgstr "Dokumentation öffnen" #: editor/scene_tree_dock.cpp msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " "disabled." msgstr "" "Skript konnte nicht angehängt werden: Keine Sprachen registriert.\n" "Vermutliche Ursache ist dass der Editor ohne Sprachmodulen gebaut wurde." #: editor/scene_tree_dock.cpp msgid "Add Child Node" msgstr "Node hier anhängen" #: editor/scene_tree_dock.cpp msgid "Expand/Collapse All" msgstr "Alle ein-/ausklappen" #: editor/scene_tree_dock.cpp msgid "Change Type" msgstr "Typ ändern" #: editor/scene_tree_dock.cpp msgid "Reparent to New Node" msgstr "Node unter neues Node hängen" #: editor/scene_tree_dock.cpp msgid "Make Scene Root" msgstr "Als Szenen-Wurzel festlegen" #: editor/scene_tree_dock.cpp msgid "Merge From Scene" msgstr "Aus Szene zusammenführen" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Save Branch as Scene" msgstr "Speichere Verzweigung als Szene" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Copy Node Path" msgstr "Node-Pfad kopieren" #: editor/scene_tree_dock.cpp msgid "Delete (No Confirm)" msgstr "Löschen (keine Bestätigung)" #: editor/scene_tree_dock.cpp msgid "Add/Create a New Node." msgstr "Hinzufügen/Erstellen eines neuen Nodes." #: editor/scene_tree_dock.cpp msgid "" "Instance a scene file as a Node. Creates an inherited scene if no root node " "exists." msgstr "" "Instantiiere eine Szenendatei als Node. Erzeugt eine geerbte Szene falls " "kein Wurzel-Node existiert." #: editor/scene_tree_dock.cpp msgid "Attach a new or existing script to the selected node." msgstr "Ein neues oder existierendes Skript dem ausgewählten Node anhängen." #: editor/scene_tree_dock.cpp msgid "Detach the script from the selected node." msgstr "Skript vom ausgewählten Node loslösen." #: editor/scene_tree_dock.cpp msgid "Remote" msgstr "Fern" #: editor/scene_tree_dock.cpp msgid "Local" msgstr "Lokal" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance? (No Undo!)" msgstr "Vererbung wirklich lösen? (Lässt sich nicht rückgängig machen!)" #: editor/scene_tree_editor.cpp msgid "Toggle Visible" msgstr "Sichtbarkeit umschalten" #: editor/scene_tree_editor.cpp msgid "Unlock Node" msgstr "Node entsperren" #: editor/scene_tree_editor.cpp msgid "Button Group" msgstr "Knopf-Gruppe" #: editor/scene_tree_editor.cpp msgid "(Connecting From)" msgstr "(Verbindung von)" #: editor/scene_tree_editor.cpp msgid "Node configuration warning:" msgstr "Node-Konfigurationswarnung:" #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s) and %s group(s).\n" "Click to show signals dock." msgstr "" "Node hat %s Verbindung(en) und %s Gruppe(n).\n" "Hier klicken um Signalverwaltung aufzurufen." #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s).\n" "Click to show signals dock." msgstr "" "Node hat %s Verbindung(en).\n" "Hier klicken zur Signalverwaltung." #: editor/scene_tree_editor.cpp msgid "" "Node is in %s group(s).\n" "Click to show groups dock." msgstr "" "Node gehört zu %s Gruppe(n).\n" "Hier klicken zur Gruppenverwaltung." #: editor/scene_tree_editor.cpp msgid "Open Script:" msgstr "Skript öffnen:" #: editor/scene_tree_editor.cpp msgid "" "Node is locked.\n" "Click to unlock it." msgstr "" "Node ist gesperrt.\n" "Zum Entsperren klicken." #: editor/scene_tree_editor.cpp msgid "" "Children are not selectable.\n" "Click to make selectable." msgstr "" "Unterobjekte sind nicht auswählbar.\n" "Zum auswählbar machen klicken." #: editor/scene_tree_editor.cpp msgid "Toggle Visibility" msgstr "Sichtbarkeit umschalten" #: editor/scene_tree_editor.cpp msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" "AnimationPlayer ist angeheftet.\n" "Zum Losheften klicken." #: editor/scene_tree_editor.cpp msgid "Invalid node name, the following characters are not allowed:" msgstr "" "Ungültiger Name für ein Node, die folgenden Zeichen sind nicht gestattet:" #: editor/scene_tree_editor.cpp msgid "Rename Node" msgstr "Node umbenennen" #: editor/scene_tree_editor.cpp msgid "Scene Tree (Nodes):" msgstr "Szenenbaum (Nodes):" #: editor/scene_tree_editor.cpp msgid "Node Configuration Warning!" msgstr "Node-Konfigurationswarnung!" #: editor/scene_tree_editor.cpp msgid "Select a Node" msgstr "Node auswählen" #: editor/script_create_dialog.cpp msgid "Path is empty." msgstr "Pfad ist leer." #: editor/script_create_dialog.cpp msgid "Filename is empty." msgstr "Dateiname ist leer." #: editor/script_create_dialog.cpp msgid "Path is not local." msgstr "Pfad ist nicht lokal." #: editor/script_create_dialog.cpp msgid "Invalid base path." msgstr "Ungültiger Basispfad." #: editor/script_create_dialog.cpp msgid "A directory with the same name exists." msgstr "Ein Verzeichnis mit gleichem Namen existiert bereits." #: editor/script_create_dialog.cpp msgid "File does not exist." msgstr "Datei existiert nicht." #: editor/script_create_dialog.cpp msgid "Invalid extension." msgstr "Ungültige Dateiendung." #: editor/script_create_dialog.cpp msgid "Wrong extension chosen." msgstr "Falsche Dateiendung ausgewählt." #: editor/script_create_dialog.cpp msgid "Error loading template '%s'" msgstr "Fehler beim Laden der Vorlage ‚%s‘" #: editor/script_create_dialog.cpp msgid "Error - Could not create script in filesystem." msgstr "Fehler - Skript konnte nicht im Dateisystem erstellt werden." #: editor/script_create_dialog.cpp msgid "Error loading script from %s" msgstr "Fehler beim Laden des Skripts von %s" #: editor/script_create_dialog.cpp msgid "Overrides" msgstr "Überschreibungen" #: editor/script_create_dialog.cpp msgid "N/A" msgstr "Nicht verfügbar" #: editor/script_create_dialog.cpp msgid "Open Script / Choose Location" msgstr "Skript öffnen / Ort wählen" #: editor/script_create_dialog.cpp msgid "Open Script" msgstr "Skript öffnen" #: editor/script_create_dialog.cpp msgid "File exists, it will be reused." msgstr "Datei existiert bereits, wird erneut verwendet." #: editor/script_create_dialog.cpp msgid "Invalid path." msgstr "Ungültiger Pfad." #: editor/script_create_dialog.cpp msgid "Invalid class name." msgstr "Ungültiger Klassenname." #: editor/script_create_dialog.cpp msgid "Invalid inherited parent name or path." msgstr "Ungültiger geerbter Name oder Pfad." #: editor/script_create_dialog.cpp msgid "Script path/name is valid." msgstr "Skript-Pfad oder -Name ist gültig." #: editor/script_create_dialog.cpp msgid "Allowed: a-z, A-Z, 0-9, _ and ." msgstr "Erlaubt: a-z, A-Z, 0-9, _ und ." #: editor/script_create_dialog.cpp msgid "Built-in script (into scene file)." msgstr "Eingebettetes Skript (in Szenedatei)." #: editor/script_create_dialog.cpp msgid "Will create a new script file." msgstr "Dies wird eine neue Skriptdatei erstellen." #: editor/script_create_dialog.cpp msgid "Will load an existing script file." msgstr "Dies wird eine bestehende Skriptdatei laden." #: editor/script_create_dialog.cpp msgid "Script file already exists." msgstr "Skriptdatei existiert bereits." #: editor/script_create_dialog.cpp msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" "Hinweis: Eingebettete Skripte unterliegen gewissen Einschränkungen und " "können nicht mit einem externen Editor bearbeitet werden." #: editor/script_create_dialog.cpp msgid "Class Name:" msgstr "Klassenname:" #: editor/script_create_dialog.cpp msgid "Template:" msgstr "Vorlage:" #: editor/script_create_dialog.cpp msgid "Built-in Script:" msgstr "Eingebettetes Skript:" #: editor/script_create_dialog.cpp msgid "Attach Node Script" msgstr "Node-Skript hinzufügen" #: editor/script_editor_debugger.cpp msgid "Remote " msgstr "Fern " #: editor/script_editor_debugger.cpp msgid "Bytes:" msgstr "Bytes:" #: editor/script_editor_debugger.cpp msgid "Warning:" msgstr "Warnung:" #: editor/script_editor_debugger.cpp msgid "Error:" msgstr "Fehler:" #: editor/script_editor_debugger.cpp msgid "C++ Error" msgstr "C++-Fehler" #: editor/script_editor_debugger.cpp msgid "C++ Error:" msgstr "C++-Fehler:" #: editor/script_editor_debugger.cpp msgid "C++ Source" msgstr "C++-Quellcode" #: editor/script_editor_debugger.cpp msgid "Source:" msgstr "Quelle:" #: editor/script_editor_debugger.cpp msgid "C++ Source:" msgstr "C++-Quellcode:" #: editor/script_editor_debugger.cpp msgid "Stack Trace" msgstr "Stacktrace" #: editor/script_editor_debugger.cpp msgid "Errors" msgstr "Fehler" #: editor/script_editor_debugger.cpp msgid "Child process connected." msgstr "Unterprozess verbunden." #: editor/script_editor_debugger.cpp msgid "Copy Error" msgstr "Fehlermeldung kopieren" #: editor/script_editor_debugger.cpp msgid "Video RAM" msgstr "Video RAM" #: editor/script_editor_debugger.cpp msgid "Skip Breakpoints" msgstr "Haltepunkte auslassen" #: editor/script_editor_debugger.cpp msgid "Inspect Previous Instance" msgstr "Vorherige Instanz untersuchen" #: editor/script_editor_debugger.cpp msgid "Inspect Next Instance" msgstr "Nächste Instanz untersuchen" #: editor/script_editor_debugger.cpp msgid "Stack Frames" msgstr "Aufrufsverlauf" #: editor/script_editor_debugger.cpp msgid "Profiler" msgstr "Profiler" #: editor/script_editor_debugger.cpp msgid "Network Profiler" msgstr "Netzwerk-Profiler" #: editor/script_editor_debugger.cpp msgid "Monitor" msgstr "Monitor" #: editor/script_editor_debugger.cpp msgid "Value" msgstr "Wert" #: editor/script_editor_debugger.cpp msgid "Monitors" msgstr "Monitore" #: editor/script_editor_debugger.cpp msgid "Pick one or more items from the list to display the graph." msgstr "Ein oder mehrere Einträge der Liste auswählen um Graph anzuzeigen." #: editor/script_editor_debugger.cpp msgid "List of Video Memory Usage by Resource:" msgstr "Auflistung der Grafikspeichernutzung nach Ressource:" #: editor/script_editor_debugger.cpp msgid "Total:" msgstr "Insgesamt:" #: editor/script_editor_debugger.cpp msgid "Export list to a CSV file" msgstr "Liste als CSV-Datei exportieren" #: editor/script_editor_debugger.cpp msgid "Resource Path" msgstr "Ressourcenpfad" #: editor/script_editor_debugger.cpp msgid "Type" msgstr "Art" #: editor/script_editor_debugger.cpp msgid "Format" msgstr "Format" #: editor/script_editor_debugger.cpp msgid "Usage" msgstr "Nutzung" #: editor/script_editor_debugger.cpp msgid "Misc" msgstr "Verschiedenes" #: editor/script_editor_debugger.cpp msgid "Clicked Control:" msgstr "Angeklicktes Control-Node:" #: editor/script_editor_debugger.cpp msgid "Clicked Control Type:" msgstr "Typ des angeklickten Control-Nodes:" #: editor/script_editor_debugger.cpp msgid "Live Edit Root:" msgstr "Wurzel der Echtzeitbearbeitung:" #: editor/script_editor_debugger.cpp msgid "Set From Tree" msgstr "Nach Szenenbaum einstellen" #: editor/script_editor_debugger.cpp msgid "Export measures as CSV" msgstr "Maße als CSV exportieren" #: editor/settings_config_dialog.cpp msgid "Erase Shortcut" msgstr "Tastenkürzel entfernen" #: editor/settings_config_dialog.cpp msgid "Restore Shortcut" msgstr "Tastenkürzel wiederherstellen" #: editor/settings_config_dialog.cpp msgid "Change Shortcut" msgstr "Tastenkürzel ändern" #: editor/settings_config_dialog.cpp msgid "Editor Settings" msgstr "Editoreinstellungen" #: editor/settings_config_dialog.cpp msgid "Shortcuts" msgstr "Tastenkürzel" #: editor/settings_config_dialog.cpp msgid "Binding" msgstr "Zuordnung" #: editor/spatial_editor_gizmos.cpp msgid "Change Light Radius" msgstr "Ändere Lichtradius" #: editor/spatial_editor_gizmos.cpp msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "Emissionswinkel für AudioStreamPlayer3D ändern" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera FOV" msgstr "Ändere FOV der Kamera" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera Size" msgstr "Ändere Kameragröße" #: editor/spatial_editor_gizmos.cpp msgid "Change Notifier AABB" msgstr "Benachrichtigendes AABB ändern" #: editor/spatial_editor_gizmos.cpp msgid "Change Particles AABB" msgstr "Ändere Partikel AABB" #: editor/spatial_editor_gizmos.cpp msgid "Change Probe Extents" msgstr "Sondenausmaße ändern" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Sphere Shape Radius" msgstr "Kugelformradius ändern" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Box Shape Extents" msgstr "Kastenformausmaße ändern" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Radius" msgstr "Kapselfromradius ändern" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Height" msgstr "Kapselformhöhe ändern" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Radius" msgstr "Zylinderformradius ändern" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Height" msgstr "Zylinderformhöhe ändern" #: editor/spatial_editor_gizmos.cpp msgid "Change Ray Shape Length" msgstr "Ändere Länge der Strahlenform" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Radius" msgstr "Zylinderradius ändern" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Height" msgstr "Zylinderhöhe ändern" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Inner Radius" msgstr "Inneren Torusradius ändern" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Outer Radius" msgstr "Äußeren Torusradius ändern" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select the dynamic library for this entry" msgstr "Dynamische Bibliothek für diesen Eintrag auswählen" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select dependencies of the library for this entry" msgstr "Abhängigkeiten der Bibliothek dieses Eintrags auswählen" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Remove current entry" msgstr "Aktuellen Eintrag entfernen" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Double click to create a new entry" msgstr "Neuen Eintrag mittels Doppelklick erstellen" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform:" msgstr "Plattform:" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform" msgstr "Plattform" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dynamic Library" msgstr "Dynamische Bibliothek" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Add an architecture entry" msgstr "Einen Architektureintrag hinzufügen" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "GDNativeLibrary" msgstr "GDNative-Bibliothek" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Enabled GDNative Singleton" msgstr "GDNative Singleton wurde aktiviert" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Disabled GDNative Singleton" msgstr "GDNative Singleton wurde deaktiviert" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Library" msgstr "Bibliothek" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Libraries: " msgstr "Bibliotheken: " #: modules/gdnative/register_types.cpp msgid "GDNative" msgstr "GDNative" #: modules/gdscript/gdscript_functions.cpp msgid "Step argument is zero!" msgstr "Schrittargument ist null!" #: modules/gdscript/gdscript_functions.cpp msgid "Not a script with an instance" msgstr "Skript hat keine Instanz" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a script" msgstr "Nicht auf einem Skript basierend" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a resource file" msgstr "Nicht auf einer Ressourcendatei basierend" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (missing @path)" msgstr "Ungültiges Instanz-Verzeichnisformat (@path fehlt)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "" "Ungültiges Instanz-Verzeichnisformat (Skript in @path kann nicht geladen " "werden)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "Ungültiges Instanz-Verzeichnisformat (ungültiges Skript in @path)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "Ungültiges Instanz-Verzeichnisformat (ungültige Unterklasse)" #: modules/gdscript/gdscript_functions.cpp msgid "Object can't provide a length." msgstr "Objekt kann keine Länge vorweisen." #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Plane" msgstr "Nächste Ebene" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Plane" msgstr "Vorherige Ebene" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Plane:" msgstr "Ebene:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Floor" msgstr "Nächste Ebene" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Floor" msgstr "Vorherige Ebene" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Floor:" msgstr "Ebene:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Delete Selection" msgstr "GridMap-Auswahl löschen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Fill Selection" msgstr "GridMap-Auswahl füllen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paste Selection" msgstr "GridMap-Auswahl einfügen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paint" msgstr "GridMap zeichnen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Grid Map" msgstr "Gitterkarte" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Snap View" msgstr "Sicht einrasten" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Disabled" msgstr "Einrasten deaktiviert" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Above" msgstr "Oben einrasten" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Below" msgstr "Unten einrasten" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit X Axis" msgstr "X-Achse bearbeiten" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Y Axis" msgstr "Y-Achse bearbeiten" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Z Axis" msgstr "Z-Achse bearbeiten" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate X" msgstr "X-Rotation am Mauszeiger" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Y" msgstr "Y-Rotation am Mauszeiger" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Z" msgstr "Z-Rotation am Mauszeiger" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate X" msgstr "Rückwärts X-Rotation am Mauszeiger" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Y" msgstr "Rückwärts Y-Rotation am Mauszeiger" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Z" msgstr "Rückwärts Z-Rotation am Mauszeiger" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Clear Rotation" msgstr "Rotation am Mauszeiger zurücksetzen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Paste Selects" msgstr "Auswahlen einfügen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clear Selection" msgstr "Auswahl leeren" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Fill Selection" msgstr "Auswahl füllen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Settings" msgstr "GridMap-Einstellungen" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Pick Distance:" msgstr "Auswahlradius:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Filter meshes" msgstr "Meshes filtern" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "GridMap zu MeshLibrary hinzufügen um ihre Meshes benutzen zu können." #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Begin Bake" msgstr "Backen beginnen" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Preparing data structures" msgstr "Datenstrukturen werden vorbereitet" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Generate buffers" msgstr "Puffer generieren" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Direct lighting" msgstr "Direct-Lighting" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Indirect lighting" msgstr "Indirect-Lighting" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Post processing" msgstr "Nachbearbeitung" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Plotting lightmaps" msgstr "Lightmaps auftragen" #: modules/mono/csharp_script.cpp msgid "Class name can't be a reserved keyword" msgstr "Der Klassenname kann nicht ein reserviertes Schlüsselwort sein" #: modules/mono/mono_gd/gd_mono_utils.cpp msgid "End of inner exception stack trace" msgstr "Ende des inneren Exception-Stack-Traces" #: modules/recast/navigation_mesh_editor_plugin.cpp msgid "Bake NavMesh" msgstr "NavMesh backen" #: modules/recast/navigation_mesh_editor_plugin.cpp msgid "Clear the navigation mesh." msgstr "Navigations-Mesh löschen." #: modules/recast/navigation_mesh_generator.cpp msgid "Setting up Configuration..." msgstr "Konfiguration wird erstellt..." #: modules/recast/navigation_mesh_generator.cpp msgid "Calculating grid size..." msgstr "Gittergröße wird berechnet..." #: modules/recast/navigation_mesh_generator.cpp msgid "Creating heightfield..." msgstr "Höhenmodell erstellen..." #: modules/recast/navigation_mesh_generator.cpp msgid "Marking walkable triangles..." msgstr "Begehbare Dreiecke markieren..." #: modules/recast/navigation_mesh_generator.cpp msgid "Constructing compact heightfield..." msgstr "Kompaktes Höhenmodell wir konstruiert..." #: modules/recast/navigation_mesh_generator.cpp msgid "Eroding walkable area..." msgstr "Begehbare Gebiete werden erodiert..." #: modules/recast/navigation_mesh_generator.cpp msgid "Partitioning..." msgstr "Einteilen..." #: modules/recast/navigation_mesh_generator.cpp msgid "Creating contours..." msgstr "Konturen erzeugen..." #: modules/recast/navigation_mesh_generator.cpp msgid "Creating polymesh..." msgstr "Polymesh erzeugen..." #: modules/recast/navigation_mesh_generator.cpp msgid "Converting to native navigation mesh..." msgstr "In natives Navigation-Mesh konvertieren..." #: modules/recast/navigation_mesh_generator.cpp msgid "Navigation Mesh Generator Setup:" msgstr "Navigation-Mesh-Generatoreinstellungen:" #: modules/recast/navigation_mesh_generator.cpp msgid "Parsing Geometry..." msgstr "Parse Geometrie…" #: modules/recast/navigation_mesh_generator.cpp msgid "Done!" msgstr "Abgeschlossen!" #: modules/visual_script/visual_script.cpp msgid "" "A node yielded without working memory, please read the docs on how to yield " "properly!" msgstr "" "Ein Node wurde übergeben ohne nötigen Speicher bereitzustellen, korrektes " "Vorgehen wird in der Dokumentation beschrieben (Stichwort ‚yield‘)!" #: modules/visual_script/visual_script.cpp msgid "" "Node yielded, but did not return a function state in the first working " "memory." msgstr "" "Node wurde übergeben, gab aber keinen Funktionszustand am Anfang des Node-" "Speichers zurück." #: modules/visual_script/visual_script.cpp msgid "" "Return value must be assigned to first element of node working memory! Fix " "your node please." msgstr "" "Zurückgegebener Wert muss dem ersten Element im Node-Speicher zugewiesen " "sein! Bitte entsprechendes Node anpassen." #: modules/visual_script/visual_script.cpp msgid "Node returned an invalid sequence output: " msgstr "Node gab ungültige Sequenzausgabe zurück: " #: modules/visual_script/visual_script.cpp msgid "Found sequence bit but not the node in the stack, report bug!" msgstr "" "Sequenzbit gefunden, aber kein entsprechendes Node auf dem Stack, bitte " "melden Sie den Bug!" #: modules/visual_script/visual_script.cpp msgid "Stack overflow with stack depth: " msgstr "Stack-Overflow mit Stack-Tiefe: " #: modules/visual_script/visual_script_editor.cpp msgid "Change Signal Arguments" msgstr "Signalparameter ändern" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument Type" msgstr "Parametertyp ändern" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument name" msgstr "Parametername ändern" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Default Value" msgstr "Variablenstandardwert setzen" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Type" msgstr "Variablentyp festlegen" #: modules/visual_script/visual_script_editor.cpp msgid "Add Input Port" msgstr "Eingangsschnittstelle hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Add Output Port" msgstr "Ausgangsschnittstelle hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Override an existing built-in function." msgstr "Eine existierende eingebaute Funktion überschreiben." #: modules/visual_script/visual_script_editor.cpp msgid "Create a new function." msgstr "Eine neue Funktion erstellen." #: modules/visual_script/visual_script_editor.cpp msgid "Variables:" msgstr "Variablen:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new variable." msgstr "Eine neue Variable erstellen." #: modules/visual_script/visual_script_editor.cpp msgid "Signals:" msgstr "Signale:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new signal." msgstr "Ein neues Signal erstellen." #: modules/visual_script/visual_script_editor.cpp msgid "Name is not a valid identifier:" msgstr "Name ist kein gültiger Bezeichner:" #: modules/visual_script/visual_script_editor.cpp msgid "Name already in use by another func/var/signal:" msgstr "Name wird schon von anderer Funktion, Variablen oder Signal verwendet:" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Function" msgstr "Funktion umbenennen" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Variable" msgstr "Variable umbenennen" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Signal" msgstr "Signal umbenennen" #: modules/visual_script/visual_script_editor.cpp msgid "Add Function" msgstr "Funktion hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Delete input port" msgstr "Eingangsschnittstelle entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Add Variable" msgstr "Variable hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Add Signal" msgstr "Signal hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Input Port" msgstr "Eingangsschnittstelle entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Output Port" msgstr "Ausgangsschnittstelle entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Change Expression" msgstr "Ausdruck ändern" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Nodes" msgstr "VisualScript-Nodes entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Duplicate VisualScript Nodes" msgstr "VisualScript-Nodes duplizieren" #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "%s gedrückt halten, um einen Getter zu setzen. Umschalt-Taste halten, um " "eine allgemeine Signatur zu setzen." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "Strg-Taste halten um einen Getter zu setzen. Umschalt-Taste halten um eine " "allgemeine Signatur zu setzen." #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a simple reference to the node." msgstr "%s halten um einfache Referenz zum Node hinzuzufügen." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a simple reference to the node." msgstr "Strg-Taste halten um einfache Referenz zu Node hinzuzufügen." #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Variable Setter." msgstr "%s halten um einen Variablen-Setter zu setzen." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Variable Setter." msgstr "Strg-Taste halten um einen Variablen-Setter zu setzen." #: modules/visual_script/visual_script_editor.cpp msgid "Add Preload Node" msgstr "Preload-Node hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s) From Tree" msgstr "Node(s) aus Szenenbaum hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "" "Can't drop properties because script '%s' is not used in this scene.\n" "Drop holding 'Shift' to just copy the signature." msgstr "" "Kann Eigenschaften nicht fallen lassen da Skript ‚%s‘ in dieser Szene nicht " "genutzt wird.\n" "Mittels gedrückter Umschalttaste kann zumindest die Signatur kopiert werden." #: modules/visual_script/visual_script_editor.cpp msgid "Add Getter Property" msgstr "Getter-Eigenschaft hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Add Setter Property" msgstr "Setter-Eigenschaft hinzufügen" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type" msgstr "Basistyp ändern" #: modules/visual_script/visual_script_editor.cpp msgid "Move Node(s)" msgstr "Node(s) verschieben" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Node" msgstr "VisualScript-Node entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Nodes" msgstr "Nodes verbinden" #: modules/visual_script/visual_script_editor.cpp msgid "Disconnect Nodes" msgstr "Getrennte Nodes" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Data" msgstr "Node-Daten verbinden" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Sequence" msgstr "Node-Sequenzen verbinden" #: modules/visual_script/visual_script_editor.cpp msgid "Script already has function '%s'" msgstr "Skript enthält bereits Funktion ‚%s‘" #: modules/visual_script/visual_script_editor.cpp msgid "Change Input Value" msgstr "Eingabewert ändern" #: modules/visual_script/visual_script_editor.cpp msgid "Resize Comment" msgstr "Kommentargröße ändern" #: modules/visual_script/visual_script_editor.cpp msgid "Can't copy the function node." msgstr "Das Function-Node kann nicht kopiert werden." #: modules/visual_script/visual_script_editor.cpp msgid "Clipboard is empty!" msgstr "Zwischenablage ist leer!" #: modules/visual_script/visual_script_editor.cpp msgid "Paste VisualScript Nodes" msgstr "VisualScript-Nodes einfügen" #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function with a function node." msgstr "Funktion kann nicht mit einem Funktion-Node erstellt werden." #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function of nodes from nodes of multiple functions." msgstr "" "Eine Nodes-Funktion kann nicht aus Nodes mehrerer Funktionen erstellt werden." #: modules/visual_script/visual_script_editor.cpp msgid "Select at least one node with sequence port." msgstr "" "Mindestens ein Node mit einer Sequenz-Schnittstelle muss ausgewählt werden." #: modules/visual_script/visual_script_editor.cpp msgid "Try to only have one sequence input in selection." msgstr "Nur einen Sequenz-Eingang sollte ausgewählt sein." #: modules/visual_script/visual_script_editor.cpp msgid "Create Function" msgstr "Funktion erstellen" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Function" msgstr "Funktion entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Variable" msgstr "Variable entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Variable:" msgstr "bearbeite Variable:" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Signal" msgstr "Signal entfernen" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Signal:" msgstr "bearbeite Signal:" #: modules/visual_script/visual_script_editor.cpp msgid "Make Tool:" msgstr "Make-Werkzeug:" #: modules/visual_script/visual_script_editor.cpp msgid "Members:" msgstr "Mitglieder:" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type:" msgstr "Basistyp ändern:" #: modules/visual_script/visual_script_editor.cpp msgid "Add Nodes..." msgstr "Nodes hinzufügen…" #: modules/visual_script/visual_script_editor.cpp msgid "Add Function..." msgstr "Funktion hinzufügen…" #: modules/visual_script/visual_script_editor.cpp msgid "function_name" msgstr "Funktionsname" #: modules/visual_script/visual_script_editor.cpp msgid "Select or create a function to edit its graph." msgstr "" "Zum Bearbeiten des Graphs muss eine Funktion ausgewählt oder erstellt werden." #: modules/visual_script/visual_script_editor.cpp msgid "Delete Selected" msgstr "Auswahl löschen" #: modules/visual_script/visual_script_editor.cpp msgid "Find Node Type" msgstr "Node-Typ finden" #: modules/visual_script/visual_script_editor.cpp msgid "Copy Nodes" msgstr "Nodes kopieren" #: modules/visual_script/visual_script_editor.cpp msgid "Cut Nodes" msgstr "Nodes trennen" #: modules/visual_script/visual_script_editor.cpp msgid "Make Function" msgstr "Funktion erstellen" #: modules/visual_script/visual_script_editor.cpp msgid "Refresh Graph" msgstr "Graph aktualisieren" #: modules/visual_script/visual_script_editor.cpp msgid "Edit Member" msgstr "Mitglied bearbeiten" #: modules/visual_script/visual_script_flow_control.cpp msgid "Input type not iterable: " msgstr "Eingabetyp nicht wiederholbar: " #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid" msgstr "Iterator wurde ungültig" #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid: " msgstr "Iterator wurde ungültig: " #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name." msgstr "Ungültiger Name der Index-Eigenschaft." #: modules/visual_script/visual_script_func_nodes.cpp msgid "Base object is not a Node!" msgstr "Basis-Objekt ist kein Node!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Path does not lead Node!" msgstr "Pfad führt nicht zu einem Node!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name '%s' in node %s." msgstr "Ungültiger Indexeigenschaftsname ‚%s‘ in Node %s." #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid argument of type: " msgstr ": Ungültiger Parameter vom Typ: " #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid arguments: " msgstr ": Ungültige Parameter: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableGet not found in script: " msgstr "VariableGet nicht im Skript gefunden: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableSet not found in script: " msgstr "VariableSet nicht im Skript gefunden: " #: modules/visual_script/visual_script_nodes.cpp msgid "Custom node has no _step() method, can't process graph." msgstr "" "Eigens erstelltes Node hat keine _step()-Methode, Graph kann nicht " "verarbeitet werden." #: modules/visual_script/visual_script_nodes.cpp msgid "" "Invalid return value from _step(), must be integer (seq out), or string " "(error)." msgstr "" "Ungültiger Rückgabewert von _step(), muss Integer (für Sequenzausgabe) oder " "String (für Fehler) sein." #: modules/visual_script/visual_script_property_selector.cpp msgid "Search VisualScript" msgstr "VisualScript suchen" #: modules/visual_script/visual_script_property_selector.cpp msgid "Get %s" msgstr "%s abrufen" #: modules/visual_script/visual_script_property_selector.cpp msgid "Set %s" msgstr "%s setzen" #: platform/android/export/export.cpp msgid "Package name is missing." msgstr "Paketname fehlt." #: platform/android/export/export.cpp msgid "Package segments must be of non-zero length." msgstr "Paketsegmente dürfen keine Länge gleich Null haben." #: platform/android/export/export.cpp msgid "The character '%s' is not allowed in Android application package names." msgstr "Das Zeichen ‚%s‘ ist in Android-Anwendungspaketnamen nicht gestattet." #: platform/android/export/export.cpp msgid "A digit cannot be the first character in a package segment." msgstr "Eine Ziffer kann nicht das erste Zeichen eines Paketsegments sein." #: platform/android/export/export.cpp msgid "The character '%s' cannot be the first character in a package segment." msgstr "" "Das Zeichen ‚%s‘ kann nicht das erste Zeichen in einem Paketsegment sein." #: platform/android/export/export.cpp msgid "The package must have at least one '.' separator." msgstr "Das Paket muss mindestens einen Punkt-Unterteiler ‚.‘ haben." #: platform/android/export/export.cpp msgid "Select device from the list" msgstr "Gerät aus Liste auswählen" #: platform/android/export/export.cpp msgid "Unable to find the 'apksigner' tool." msgstr "Das ‚apksigner‘-Hilfswerkzeug konnte nicht gefunden werden." #: platform/android/export/export.cpp msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" "Es wurde keine Android-Buildvorlage für dieses Projekt installiert. Es kann " "im Projektmenü installiert werden." #: platform/android/export/export.cpp msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" "Debug-Keystore wurde weder in den Editoreinstellungen noch in der Vorlage " "konfiguriert." #: platform/android/export/export.cpp msgid "Release keystore incorrectly configured in the export preset." msgstr "" "Release-Keystore wurde nicht korrekt konfiguriert in den Exporteinstellungen." #: platform/android/export/export.cpp msgid "A valid Android SDK path is required in Editor Settings." msgstr "" "Es wird ein gültiger Android-SDK-Pfad in den Editoreinstellungen benötigt." #: platform/android/export/export.cpp msgid "Invalid Android SDK path in Editor Settings." msgstr "Ungültiger Android-SDK-Pfad in den Editoreinstellungen." #: platform/android/export/export.cpp msgid "Missing 'platform-tools' directory!" msgstr "‚platform-tools‘-Verzeichnis fehlt!" #: platform/android/export/export.cpp msgid "Unable to find Android SDK platform-tools' adb command." msgstr "" "‚adb‘-Anwendung der Android-SDK-Platform-Tools konnte nicht gefunden werden." #: platform/android/export/export.cpp msgid "Please check in the Android SDK directory specified in Editor Settings." msgstr "" "Schauen Sie im Android-SDK-Verzeichnis das in den Editoreinstellungen " "angegeben wurde nach." #: platform/android/export/export.cpp msgid "Missing 'build-tools' directory!" msgstr "‚build-tools‘-Verzeichnis fehlt!" #: platform/android/export/export.cpp msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "" "‚apksigner‘-Anwendung der Android-SDK-Build-Tools konnte nicht gefunden " "werden." #: platform/android/export/export.cpp msgid "Invalid public key for APK expansion." msgstr "Ungültiger öffentlicher Schlüssel für APK-Erweiterung." #: platform/android/export/export.cpp msgid "Invalid package name:" msgstr "Ungültiger Paketname:" #: platform/android/export/export.cpp msgid "" "Invalid \"GodotPaymentV3\" module included in the \"android/modules\" " "project setting (changed in Godot 3.2.2).\n" msgstr "" "Ungültiges „GodotPaymentV3“-Modul eingebunden in den „android/modules“-" "Projekteinstellungen (wurde in Godot 3.2.2 geändert).\n" #: platform/android/export/export.cpp msgid "\"Use Custom Build\" must be enabled to use the plugins." msgstr "" "„Use Custom Build“ muss aktiviert werden um die Plugins nutzen zu können." #: platform/android/export/export.cpp msgid "" "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR" "\"." msgstr "" "„Degrees Of Freedom“ ist nur gültig wenn „Xr Mode“ als „Occulus Mobile VR“ " "gesetzt wurde." #: platform/android/export/export.cpp msgid "" "\"Hand Tracking\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR\"." msgstr "" "„Hand Tracking“ ist nur gültig wenn „Xr Mode“ als „Occulus Mobile VR“ " "gesetzt wurde." #: platform/android/export/export.cpp msgid "" "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR\"." msgstr "" "„Focus Awareness“ ist nur gültig wenn „Xr Mode“ als „Occulus Mobile VR“ " "gesetzt wurde." #: platform/android/export/export.cpp msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled." msgstr "„Export AAB“ ist nur gültig wenn „Use Custom Build“ aktiviert ist." #: platform/android/export/export.cpp msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "" "Ungültiger Dateiname. Android App Bundles benötigen .aab als " "Dateinamenendung." #: platform/android/export/export.cpp msgid "APK Expansion not compatible with Android App Bundle." msgstr "APK-Expansion ist nicht kompatibel mit Android App Bundles." #: platform/android/export/export.cpp msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "" "Ungültiger Dateiname. Android APKs benötigen .apk als Dateinamenendung." #: platform/android/export/export.cpp msgid "" "Trying to build from a custom built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" "Es wurde versucht aus einer eigener Build-Vorlage zu bauen aber es " "existieren keine Versionsinformation für sie. Neuinstallation im ‚Projekt‘-" "Menü benötigt." #: platform/android/export/export.cpp msgid "" "Android build version mismatch:\n" " Template installed: %s\n" " Godot Version: %s\n" "Please reinstall Android build template from 'Project' menu." msgstr "" "Android-Build-Versionsinkompatibilität:\n" " Installierte Vorlage: %s\n" " Godot-Version: %s\n" "Bitte Android-Build-Vorlage im ‚Projekt‘-Menü neu installieren." #: platform/android/export/export.cpp msgid "Building Android Project (gradle)" msgstr "Baue Android-Projekt (gradle)" #: platform/android/export/export.cpp msgid "" "Building of Android project failed, check output for the error.\n" "Alternatively visit docs.godotengine.org for Android build documentation." msgstr "" "Bauen des Android-Projekts fehlgeschlagen, Fehlerdetails befinden ich in der " "Textausgabe.\n" "Alternativ befindet sich die Android-Build-Dokumentation auf docs." "godotengine.org." #: platform/android/export/export.cpp msgid "Moving output" msgstr "Verschiebe Ausgabe" #: platform/android/export/export.cpp msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "" "Exportdatei kann nicht kopiert und umbenannt werden. Fehlermeldungen sollten " "im Gradle Projektverzeichnis erscheinen." #: platform/iphone/export/export.cpp msgid "Identifier is missing." msgstr "Bezeichner fehlt." #: platform/iphone/export/export.cpp msgid "The character '%s' is not allowed in Identifier." msgstr "Das Zeichen ‚%s‘ ist in Bezeichnern nicht gestattet." #: platform/iphone/export/export.cpp msgid "App Store Team ID not specified - cannot configure the project." msgstr "" "App-Store-Team-ID nicht festgelegt – Projekt kann nicht konfiguriert werden." #: platform/iphone/export/export.cpp msgid "Invalid Identifier:" msgstr "Ungültiger Bezeichner:" #: platform/iphone/export/export.cpp msgid "Required icon is not specified in the preset." msgstr "Benötigtes Icon wurde nicht in der Vorlage festgelegt." #: platform/javascript/export/export.cpp msgid "Stop HTTP Server" msgstr "HTTP Server Anhalten" #: platform/javascript/export/export.cpp msgid "Run in Browser" msgstr "Im Browser ausführen" #: platform/javascript/export/export.cpp msgid "Run exported HTML in the system's default browser." msgstr "Führe exportiertes HTML im Standard-Browser des Betriebssystems aus." #: platform/javascript/export/export.cpp msgid "Could not write file:" msgstr "Konnte Datei nicht schreiben:" #: platform/javascript/export/export.cpp msgid "Could not open template for export:" msgstr "Konnte Vorlage nicht zum Export öffnen:" #: platform/javascript/export/export.cpp msgid "Invalid export template:" msgstr "Ungültige Exportvorlage:" #: platform/javascript/export/export.cpp msgid "Could not read custom HTML shell:" msgstr "Konnte benutzerdefinierte HTML-Shell nicht lesen:" #: platform/javascript/export/export.cpp msgid "Could not read boot splash image file:" msgstr "Konnte Bilddatei des Startbildschirms nicht lesen:" #: platform/javascript/export/export.cpp msgid "Using default boot splash image." msgstr "Verwende Standard-Startbildschirm-Bilddatei." #: platform/uwp/export/export.cpp msgid "Invalid package short name." msgstr "Ungültiger Paket-Kurzname." #: platform/uwp/export/export.cpp msgid "Invalid package unique name." msgstr "Ungültiger paket-einzigartiger Name." #: platform/uwp/export/export.cpp msgid "Invalid package publisher display name." msgstr "Ungültiger Paket-Autor-Name." #: platform/uwp/export/export.cpp msgid "Invalid product GUID." msgstr "Ungültige Produkt-GUID." #: platform/uwp/export/export.cpp msgid "Invalid publisher GUID." msgstr "Ungültige Verleger-GUID." #: platform/uwp/export/export.cpp msgid "Invalid background color." msgstr "Ungültige Hintergrundfarbe." #: platform/uwp/export/export.cpp msgid "Invalid Store Logo image dimensions (should be 50x50)." msgstr "Ungültige Abmessungen des Store-Logos (sollte 50x50 sein)." #: platform/uwp/export/export.cpp msgid "Invalid square 44x44 logo image dimensions (should be 44x44)." msgstr "Ungültige Abmessungen für 44x44-Quadratlogo (sollte 44x44 sein)." #: platform/uwp/export/export.cpp msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." msgstr "Ungültige Abmessungen für 71x71-Quadratlogo (sollte 71x71 sein)." #: platform/uwp/export/export.cpp msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." msgstr "Ungültige Abmessungen für 150x150-Quadratlogo (sollte 150x150 sein)." #: platform/uwp/export/export.cpp msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." msgstr "Ungültige Abmessungen für 310x310-Quadratlogo (sollte 310x310 sein)." #: platform/uwp/export/export.cpp msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "Ungültige Abmessungen für 310x150-Breitlogo (sollte 310x150 sein)." #: platform/uwp/export/export.cpp msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "Ungültige Abmessungen für Startbildschirm (sollte 620x300 sein)." #: scene/2d/animated_sprite.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite to display frames." msgstr "" "Eine SpriteFrames-Ressource muss in der ‚Frames‘-Eigenschaft erstellt oder " "gesetzt werden, damit AnimatedSprite Einzelbilder darstellen kann." #: scene/2d/canvas_modulate.cpp msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instanced " "scenes). The first created one will work, while the rest will be ignored." msgstr "" "Nur ein sichtbares CanvasModulate-Node ist pro Szene (oder einem Satz von " "instantiierten Szenen) erlaubt. Der zuerst erstellte wird verwendet, der " "Rest wird ignoriert." #: scene/2d/collision_object_2d.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " "define its shape." msgstr "" "Dieses Node besitzt keine untergeordneten Formen, es kann deshalb nicht mit " "anderen Objekten kollidieren oder interagieren.\n" "Es wird empfohlen CollisionShape2D- oder CollisionPolygon2D-Unterobjekte " "hinzuzufügen um seine Form festzulegen." #: scene/2d/collision_polygon_2d.cpp msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionPolygon2D liefert nur eine Kollisionsform für ein von " "CollisionObject2D abgeleitetes Node. Es kann nur als Unterobjekt von Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D usw. eingehängt werden, um diesen " "eine Form zu geben." #: scene/2d/collision_polygon_2d.cpp msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "Ein leeres CollisionPolygon2D hat keinen Effekt auf Kollisionen." #: scene/2d/collision_shape_2d.cpp msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionShape2D liefert nur eine Kollisionsform für ein von " "CollisionObject2D abgeleitetes Node. Es kann nur als Unterobjekt von Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D usw. eingehängt werden, um diesen " "eine Form zu geben." #: scene/2d/collision_shape_2d.cpp msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" "Damit CollisionShape2D funktionieren kann, muss eine Form angegeben werden. " "Bitte erzeuge eine Shape-Ressource dafür!" #: scene/2d/collision_shape_2d.cpp msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" "Polygon basierte Formen sollten nicht direkt in CollisionShape2D-Nodes " "genutzt oder bearbeitet werden. Zu diesem Zweck sollte das CollsionPolygon2D-" "Node verwendet werden." #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "CPUParticles2D-Animationen benötigen ein CanvasItemMaterial mit der " "Eigenschaft „Particles Animation“ aktiviert." #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node A und Node B müssen PhysicsBody2D-Nodes sein" #: scene/2d/joints_2d.cpp msgid "Node A must be a PhysicsBody2D" msgstr "Node A muss ein PhysicsBody2D-Node sein" #: scene/2d/joints_2d.cpp msgid "Node B must be a PhysicsBody2D" msgstr "Node B muss ein PhysicsBody2D-Node sein" #: scene/2d/joints_2d.cpp msgid "Joint is not connected to two PhysicsBody2Ds" msgstr "Das Gelenk ist nicht mit zwei PhysicsBody2D-Nodes verbunden" #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Node A und Node B müssen unterschiedliche PhysicsBody2D-Nodes sein" #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "" "Eine Textur mit der Form des Lichtkegels muss in der „Texture“-Eigenschaft " "angegeben werden." #: scene/2d/light_occluder_2d.cpp msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" "Ein Occluder Polygon muss gesetzt oder gezeichnet werden, damit dieser " "Occluder funktioniert." #: scene/2d/light_occluder_2d.cpp msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "" "Das Occluder-Polygon für diesen Occluder ist leer. Zum Fortfahren Polygon " "zeichnen." #: scene/2d/navigation_polygon.cpp msgid "" "A NavigationPolygon resource must be set or created for this node to work. " "Please set a property or draw a polygon." msgstr "" "Eine NavigationPolygon-Ressource muss für dieses Node erstellt oder ihm " "zugewiesen. Bitte trage die entsprechende Eigenschaft ein oder zeichne ein " "Polygon." #: scene/2d/navigation_polygon.cpp msgid "" "NavigationPolygonInstance must be a child or grandchild to a Navigation2D " "node. It only provides navigation data." msgstr "" "NavigationPolygonInstance muss ein Unterobjekt erster oder zweiter Ordnung " "unterhalb eines Navigation2D-Node sein. Es liefert nur " "Navigationsinformationen." #: scene/2d/parallax_layer.cpp msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" "Das ParallaxLayer-Node lässt sich nur als Unterobjekt eines " "ParallaxBackground-Node verwenden." #: scene/2d/particles_2d.cpp msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles2D node instead. You can use the \"Convert to " "CPUParticles\" option for this purpose." msgstr "" "GPU-basierte Partikel werden vom GLES2-Grafiktreiber nicht unterstützt.\n" "Stattdessen bitte CPUParticles2D-Nodes verwenden. Die „In CPU-Partikel " "konvertieren“-Funktion kann dazu verwendet werden." #: scene/2d/particles_2d.cpp scene/3d/particles.cpp msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" "Es ist kein Material zum Verarbeiten der Partikel zugewiesen, deshalb ist " "kein Verhalten definiert." #: scene/2d/particles_2d.cpp msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "Particles2D-Animationen benötigen ein CanvasItemMaterial mit der Eigenschaft " "„Particles Animation“ aktiviert." #: scene/2d/path_2d.cpp msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D funktioniert nur, wenn es als Unterobjekt eines Path2D-Nodes " "gesetzt wird." #: scene/2d/physics_body_2d.cpp msgid "" "Size changes to RigidBody2D (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "Größenänderungen von RigidBody2D (in den Character- oder Rigid-Modi) werden " "überschrieben wenn die Physikengine läuft.\n" "Die Größe der entsprechenden Collision-Shape-Unterobjekte sollte stattdessen " "geändert werden." #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Die Pfad-Eigenschaft muss auf ein gültiges Node2D-Node zeigen um zu " "funktionieren." #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Diese Bone2D-Kette sollte an einem Skeleton2D-Node enden." #: scene/2d/skeleton_2d.cpp msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" "Ein Bone2D kann nur zusammen mit einem Skeleton2D oder einem anderen Bone2D " "als Eltern-Objekt funktionieren." #: scene/2d/skeleton_2d.cpp msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" "Dieser Knochen hat keine korrekte Ruhe-Pose. Diese kann am Skeleton2D-Node " "festgelegt werden." #: scene/2d/tile_map.cpp msgid "" "TileMap with Use Parent on needs a parent CollisionObject2D to give shapes " "to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, " "KinematicBody2D, etc. to give them a shape." msgstr "" "Eine TileMap mit aktivierter „Use Parent“-Option benötigt ein Eltern-Node " "des Typs CollisionObject2D, welcher der TileMap eine Form verleiht. Sie " "sollte als Unterobjekt von Area2D, StaticBody2D, RigidBody2D, " "KinematicBody2D, usw. verwendet werden, um ihnen eine Form zu geben." #: scene/2d/visibility_notifier_2d.cpp msgid "" "VisibilityEnabler2D works best when used with the edited scene root directly " "as parent." msgstr "" "VisibilityEnabler2D funktioniert am besten, wenn es hierarchisch direkt " "unter dem Wurzelobjekt der bearbeiteten Szene liegt." #: scene/3d/arvr_nodes.cpp msgid "ARVRCamera must have an ARVROrigin node as its parent." msgstr "ARVRCamera braucht ein ARVROrigin-Node als Überobjekt." #: scene/3d/arvr_nodes.cpp msgid "ARVRController must have an ARVROrigin node as its parent." msgstr "ARVRController braucht ein ARVROrigin-Node als Überobjekt." #: scene/3d/arvr_nodes.cpp msgid "" "The controller ID must not be 0 or this controller won't be bound to an " "actual controller." msgstr "" "Die Controller-ID darf nicht null sein, sonst wird der Controller nicht an " "einen echten Controller gebunden." #: scene/3d/arvr_nodes.cpp msgid "ARVRAnchor must have an ARVROrigin node as its parent." msgstr "ARVRAnchor braucht ein ARVROrigin-Node als Überobjekt." #: scene/3d/arvr_nodes.cpp msgid "" "The anchor ID must not be 0 or this anchor won't be bound to an actual " "anchor." msgstr "" "Die Anker-ID darf nicht null sein, sonst wird der Anker nicht an einen " "echten Anker gebunden." #: scene/3d/arvr_nodes.cpp msgid "ARVROrigin requires an ARVRCamera child node." msgstr "ARVROrigin benötigt ein ARVRCamera-Unterobjekt." #: scene/3d/baked_lightmap.cpp msgid "Finding meshes and lights" msgstr "Am Suchen nach Meshes und Lichtern" #: scene/3d/baked_lightmap.cpp msgid "Preparing geometry (%d/%d)" msgstr "Am Vorbereiten der Geometrie (%d/%d)" #: scene/3d/baked_lightmap.cpp msgid "Preparing environment" msgstr "Am Vorbereiten der Umgebung" #: scene/3d/baked_lightmap.cpp msgid "Generating capture" msgstr "Am Generieren eines Schnappschusses" #: scene/3d/baked_lightmap.cpp msgid "Saving lightmaps" msgstr "Am Speichern der Lightmaps" #: scene/3d/baked_lightmap.cpp msgid "Done" msgstr "Fertig" #: scene/3d/collision_object.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape or CollisionPolygon as a child to define " "its shape." msgstr "" "Dieses Node besitzt keine untergeordneten Formen, es kann deshalb nicht mit " "anderen Objekten kollidieren oder interagieren.\n" "Es wird empfohlen CollisionShape- oder CollisionPolygon-Unterobjekte " "hinzuzufügen um seine Form festzulegen." #: scene/3d/collision_polygon.cpp msgid "" "CollisionPolygon only serves to provide a collision shape to a " "CollisionObject derived node. Please only use it as a child of Area, " "StaticBody, RigidBody, KinematicBody, etc. to give them a shape." msgstr "" "CollisionPolygon liefert nur eine Kollisionsform für ein von CollisionObject " "abgeleitetes Node. Es kann nur als Unterobjekt von Area, StaticBody, " "RigidBody, KinematicBody usw. eingehängt werden, um diesen eine Form zu " "verleihen." #: scene/3d/collision_polygon.cpp msgid "An empty CollisionPolygon has no effect on collision." msgstr "Ein leeres CollisionPolygon hat keinen Effekt auf die Kollision." #: scene/3d/collision_shape.cpp msgid "" "CollisionShape only serves to provide a collision shape to a CollisionObject " "derived node. Please only use it as a child of Area, StaticBody, RigidBody, " "KinematicBody, etc. to give them a shape." msgstr "" "CollisionShape liefert nur eine Kollisionsform für ein von CollisionObject " "abgeleitetes Node. Es kann nur als Unterobjekt von Area, StaticBody, " "RigidBody, KinematicBody usw. eingehängt werden, um diesen eine Form zu " "geben." #: scene/3d/collision_shape.cpp msgid "" "A shape must be provided for CollisionShape to function. Please create a " "shape resource for it." msgstr "" "Zum Funktionieren eines CollisionShape benötigt es eine zugeordnete Form. " "Zum Fortfahren ist eine Shape-Ressource dafür zu erzeugen." #: scene/3d/collision_shape.cpp msgid "" "Plane shapes don't work well and will be removed in future versions. Please " "don't use them." msgstr "" "Plane-Shapes funktionieren nicht gut und werden in einer zukünftigen Version " "entfernt. Von der Nutzung wird abgeraten." #: scene/3d/collision_shape.cpp msgid "" "ConcavePolygonShape doesn't support RigidBody in another mode than static." msgstr "ConcavePolygonShape unterstützt RigidBody nur im Modus Statisch." #: scene/3d/cpu_particles.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Nichts ist sichtbar da kein Mesh zugewiesen wurden." #: scene/3d/cpu_particles.cpp msgid "" "CPUParticles animation requires the usage of a SpatialMaterial whose " "Billboard Mode is set to \"Particle Billboard\"." msgstr "" "CPUParticles-Animationen benötigen ein SpatialMaterial mit der Eigenschaft " "„Billboard Mode“ gesetzt zu „Particle Billboard“." #: scene/3d/gi_probe.cpp msgid "Plotting Meshes" msgstr "Plotte Mesh" #: scene/3d/gi_probe.cpp msgid "Finishing Plot" msgstr "Stelle Plot fertig" #: scene/3d/gi_probe.cpp msgid "" "GIProbes are not supported by the GLES2 video driver.\n" "Use a BakedLightmap instead." msgstr "" "GIProbes werden vom GLES2-Videotreiber nicht unterstützt.\n" "BakedLightmaps können als Alternative verwendet werden." #: scene/3d/interpolated_camera.cpp msgid "" "InterpolatedCamera has been deprecated and will be removed in Godot 4.0." msgstr "InterpolatedCamera ist veraltet und wird in Godot 4.0 entfernt werden." #: scene/3d/light.cpp msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows." msgstr "" "Ein SpotLight mit einem Winkel von mehr als 90 Grad kann keine Schatten " "werfen." #: scene/3d/navigation_mesh.cpp msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" "Damit dieser Node funktionieren kann, muss eine NavigationMesh Ressource " "erzeugt oder gesetzt werden." #: scene/3d/navigation_mesh.cpp msgid "" "NavigationMeshInstance must be a child or grandchild to a Navigation node. " "It only provides navigation data." msgstr "" "NavigationMeshInstance muss ein Unterobjekt erster oder zweiter Ordnung " "eines Navigation-Nodes sein. Es liefert nur Navigationsinformationen." #: scene/3d/particles.cpp msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles node instead. You can use the \"Convert to CPUParticles" "\" option for this purpose." msgstr "" "GPU-basierte Partikel werden vom GLES2-Grafiktreiber nicht unterstützt.\n" "Stattdessen bitte CPUParticles-Nodes verwenden. Die „In CPU-Partikel " "konvertieren“-Funktion kann dazu verwendet werden." #: scene/3d/particles.cpp msgid "" "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Nichts ist sichtbar da keine Meshe den Zeichendurchläufen zugewiesen wurden." #: scene/3d/particles.cpp msgid "" "Particles animation requires the usage of a SpatialMaterial whose Billboard " "Mode is set to \"Particle Billboard\"." msgstr "" "Particles-Animationen benötigen ein SpatialMaterial mit der Eigenschaft " "„Billboard Mode“ gesetzt zu „Particle Billboard“." #: scene/3d/path.cpp msgid "PathFollow only works when set as a child of a Path node." msgstr "" "PathFollow funktioniert nur, wenn es als Unterobjekt eines Path-Nodes " "gesetzt wird." #: scene/3d/path.cpp msgid "" "PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path's Curve resource." msgstr "" "PathFollow mit aktiviertem ROTATION_ORIENTED erfordert die Aktivierung von " "„Up Vector“ in der Curve-Ressource des übergeordneten Pfades." #: scene/3d/physics_body.cpp msgid "" "Size changes to RigidBody (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "Größenänderungen von RigidBody (in Character- oder Rigid-Modus) werden " "überschrieben wenn die Physikengine läuft.\n" "Die Größe der entsprechenden Collisionshape-Unterobjekte sollte stattdessen " "geändert werden." #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be PhysicsBodies" msgstr "Node A und Node B müssen PhysicsBody-Nodes sein" #: scene/3d/physics_joint.cpp msgid "Node A must be a PhysicsBody" msgstr "Node A muss ein PhysicsBody-Node sein" #: scene/3d/physics_joint.cpp msgid "Node B must be a PhysicsBody" msgstr "Node B muss ein PhysicsBody-Node sein" #: scene/3d/physics_joint.cpp msgid "Joint is not connected to any PhysicsBodies" msgstr "Gelenk ist nicht mit einem PhysicsBody-Node verbunden" #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be different PhysicsBodies" msgstr "Node A und Node B müssen unterschiedliche PhysicsBody-Nodes sein" #: scene/3d/remote_transform.cpp msgid "" "The \"Remote Path\" property must point to a valid Spatial or Spatial-" "derived node to work." msgstr "" "Die „Remote Path“-Eigenschaft muss auf ein gültiges Spatial-Node oder ein " "von Spatial-Node abgeleitetes Node verweisen." #: scene/3d/soft_body.cpp msgid "This body will be ignored until you set a mesh." msgstr "Diese Körper wird ignoriert werden bis ein Mesh zugewiesen wurde." #: scene/3d/soft_body.cpp msgid "" "Size changes to SoftBody will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" "Größenänderungen an SoftBody werden von der Physikengine überschrieben wenn " "sie läuft.\n" "Die Größe der entsprechenden Collisionshape-Unterobjekte sollte stattdessen " "geändert werden." #: scene/3d/sprite_3d.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" "Eine SpriteFrames-Ressource muss in der „Frames“-Eigenschaft erzeugt oder " "gesetzt werden, damit AnimatedSprite3D Einzelbilder anzeigen kann." #: scene/3d/vehicle_body.cpp msgid "" "VehicleWheel serves to provide a wheel system to a VehicleBody. Please use " "it as a child of a VehicleBody." msgstr "" "VehicleWheel ist verfügbar um mit VehicleBody ein Rädersystem zu " "implementieren. Es kann ausschließlich als Unterobjekt von VehicleBody " "verwendet werden." #: scene/3d/world_environment.cpp msgid "" "WorldEnvironment requires its \"Environment\" property to contain an " "Environment to have a visible effect." msgstr "" "WorldEnvironment erfordert eine Environment-Ressource in seinem " "„Environment“-Feld, um zu funktionieren." #: scene/3d/world_environment.cpp msgid "" "Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." msgstr "" "Pro Szene (oder einem Satz von instanzierten Szenen) ist nur ein einziges " "WorldEnvironment erlaubt." #: scene/3d/world_environment.cpp msgid "" "This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set " "this environment's Background Mode to Canvas (for 2D scenes)." msgstr "" "WorldEnvironment wird momentan ignoriert. Wahlweise Kamera (für 3D-Szenen) " "einfügen oder Hintergrundmodus der Environment-Instanz umstellen auf Canvas " "(für 2D-Szenen)." #: scene/animation/animation_blend_tree.cpp msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "In BlendTree-Node ‚%s‘, Animation nicht gefunden: ‚%s‘" #: scene/animation/animation_blend_tree.cpp msgid "Animation not found: '%s'" msgstr "Animation nicht gefunden: ‚%s‘" #: scene/animation/animation_tree.cpp msgid "In node '%s', invalid animation: '%s'." msgstr "In Node ‚%s‘, ungültige Animation: ‚%s‘." #: scene/animation/animation_tree.cpp msgid "Invalid animation: '%s'." msgstr "Ungültige Animation: ‚%s‘." #: scene/animation/animation_tree.cpp msgid "Nothing connected to input '%s' of node '%s'." msgstr "Nichts ist mit dem Eingang ‚%s‘ von Node ‚%s‘ verbunden." #: scene/animation/animation_tree.cpp msgid "No root AnimationNode for the graph is set." msgstr "Für diesen Graphen wurde kein Wurzel-AnimationNode festgelegt." #: scene/animation/animation_tree.cpp msgid "Path to an AnimationPlayer node containing animations is not set." msgstr "" "Es ist kein Pfad zu einem Animationsspieler mit Animationen festgelegt " "worden." #: scene/animation/animation_tree.cpp msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "" "Der Pfad der als AnimationSpieler festgelegt wurde führt nicht zu einem " "AnimationPlayer-Node." #: scene/animation/animation_tree.cpp msgid "The AnimationPlayer root node is not a valid node." msgstr "Die Wurzel des Animationsspielers ist kein gültiges Node." #: scene/animation/animation_tree_player.cpp msgid "This node has been deprecated. Use AnimationTree instead." msgstr "" "Dieser Knoten wurde als veraltet markiert. Verwenden Sie stattdessen " "AnimationTree." #: scene/gui/color_picker.cpp msgid "" "Color: #%s\n" "LMB: Set color\n" "RMB: Remove preset" msgstr "" "Farbe: #%s\n" "LMT: Farbe festlegen\n" "RMT: Voreinstellung entfernen" #: scene/gui/color_picker.cpp msgid "Pick a color from the editor window." msgstr "Eine Farbe innerhalb des Editorfensters auswählen." #: scene/gui/color_picker.cpp msgid "HSV" msgstr "HSV" #: scene/gui/color_picker.cpp msgid "Raw" msgstr "Roh" #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Wechselt zwischen Hexadezimal- und Zahlenwerten." #: scene/gui/color_picker.cpp msgid "Add current color as a preset." msgstr "Aktuelle Farbe als Vorlage hinzufügen." #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " "children placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container sind unnötig solange kein Skript die Platzierung der Inhalte " "vornimmt.\n" "Falls kein Skript angehängt werden soll wird empfohlen ein einfaches " "‚Control‘-Node zu verwenden." #: scene/gui/control.cpp msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" "Der Hinweis-Tooltip wird nicht angezeigt da der Mausfilter dieses Controls " "als „Ignore“ festgelegt wurde. Zum Beheben muss der Mausfilter als „Stop“ " "oder „Pass“ festgelegt werden." #: scene/gui/dialogs.cpp msgid "Alert!" msgstr "Warnung!" #: scene/gui/dialogs.cpp msgid "Please Confirm..." msgstr "Bitte bestätigen..." #: scene/gui/file_dialog.cpp msgid "Must use a valid extension." msgstr "Eine gültige Datei-Endung muss verwendet werden." #: scene/gui/graph_edit.cpp msgid "Enable grid minimap." msgstr "Gitterübersichtskarte aktivieren." #: scene/gui/popup.cpp msgid "" "Popups will hide by default unless you call popup() or any of the popup*() " "functions. Making them visible for editing is fine, but they will hide upon " "running." msgstr "" "Popups werden standardmäßig nicht angezeigt, es sei denn sie werden durch " "popup() oder andere popup*()-Funktionen aufgerufen. Sie als sichtbar zu " "markieren kann für die Bearbeitung nützlich sein, zur Laufzeit werden sie " "allerdings nicht automatisch angezeigt." #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Wenn „Exp Edit“ aktiviert ist muss „Min Value“ größer als null sein." #: scene/gui/scroll_container.cpp msgid "" "ScrollContainer is intended to work with a single child control.\n" "Use a container as child (VBox, HBox, etc.), or a Control and set the custom " "minimum size manually." msgstr "" "ScrollContainer sollte mit einem einzigen Control-Unterobjekt verwendet " "werden.\n" "Um die Minimalgröße einzustellen sollte ein Behälter (VBox, HBox, …) oder " "ein Control als Unterobjekt verwendet und dessen Minimalgröße eingestellt " "werden." #: scene/gui/tree.cpp msgid "(Other)" msgstr "(Andere)" #: scene/main/scene_tree.cpp msgid "" "Default Environment as specified in Project Settings (Rendering -> " "Environment -> Default Environment) could not be loaded." msgstr "" "Das Standard-Environment wie festgelegt in den Projekteinstellungen " "(Rendering→Environment→Standard-Environment) konnte nicht geladen werden." #: scene/main/viewport.cpp msgid "" "This viewport is not set as render target. If you intend for it to display " "its contents directly to the screen, make it a child of a Control so it can " "obtain a size. Otherwise, make it a RenderTarget and assign its internal " "texture to some node for display." msgstr "" "Dieser Viewport ist nicht als Render-Ziel eingestellt. Soll sein Inhalt " "direkt auf dem Bildschirm angezeigt werden, muss er als Unterobjekt eines " "Controls eingehängt werden um dessen Größe zu erben. Andernfalls sollte die " "Eigenschaft ‚Render Target‘ des Viewports aktiviert und seine Textur " "irgendeinem Node zum Anzeigen zugewiesen werden." #: scene/main/viewport.cpp msgid "Viewport size must be greater than 0 to render anything." msgstr "" "Die Größe des Viewports muss größer als 0 sein um etwas rendern zu können." #: scene/resources/visual_shader_nodes.cpp msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" "Der Sampler-Port ist verbunden wird aber nicht benutzt. Die Quelle sollte " "möglicherweise auf ‚SamplerPort‘ gestellt werden." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for preview." msgstr "Ungültige Quelle für Vorschau." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for shader." msgstr "Ungültige Quelle für Shader." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid comparison function for that type." msgstr "Ungültige Vergleichsfunktion für diesen Typ." #: servers/visual/shader_language.cpp msgid "Assignment to function." msgstr "Zuweisung an Funktion." #: servers/visual/shader_language.cpp msgid "Assignment to uniform." msgstr "Zuweisung an Uniform." #: servers/visual/shader_language.cpp msgid "Varyings can only be assigned in vertex function." msgstr "Varyings können nur in Vertex-Funktion zugewiesen werden." #: servers/visual/shader_language.cpp msgid "Constants cannot be modified." msgstr "Konstanten können nicht verändert werden." #~ msgid "No" #~ msgstr "Nein" #~ msgid "This scene has never been saved. Save before running?" #~ msgstr "Diese Szene wurde nie gespeichert. Speichern vorm Starten?" #~ msgid "ADB executable not configured in the Editor Settings." #~ msgstr "" #~ "Das ADB-Programm wurde nicht in den Editoreinstellungen konfiguriert." #~ msgid "OpenJDK jarsigner not configured in the Editor Settings." #~ msgstr "" #~ "OpenJDK-Jarsigner wurde nicht in den Editoreinstellungen konfiguriert." #~ msgid "Custom build requires a valid Android SDK path in Editor Settings." #~ msgstr "" #~ "Eigene Builds erfordern gültigen Android-SDK-Pfad in den " #~ "Editoreinstellungen." #~ msgid "%d%%" #~ msgstr "%d%%" #~ msgid "(Time Left: %d:%02d s)" #~ msgstr "(Verbleibende Zeit: %d:%20d s)" #~ msgid "Plotting Meshes: " #~ msgstr "Plotte Meshe: " #~ msgid "Lighting Meshes: " #~ msgstr "Beleuchte Meshe: " #~ msgid "Search complete" #~ msgstr "Suche abgeschlossen" #~ msgid "No commit message was provided" #~ msgstr "Es wurde keine Protokollnachricht angegeben" #~ msgid "Add a commit message" #~ msgstr "Protokollnachricht hinzufügen" #~ msgid "There is already file or folder with the same name in this location." #~ msgstr "" #~ "Es existiert bereits eine Datei oder ein Ordner an diesem Pfad mit dem " #~ "angegebenen Namen." #~ msgid "Aligning APK..." #~ msgstr "Richte APK aus..." #~ msgid "Unable to complete APK alignment." #~ msgstr "APK konnte nicht ausgerichtet werden." #~ msgid "Unable to delete unaligned APK." #~ msgstr "Nicht ausgerichtetes APK konnte nicht gelöscht werden." #~ msgid "Error trying to save layout!" #~ msgstr "Fehler beim Speichern des Layouts!" #~ msgid "Default editor layout overridden." #~ msgstr "Standard-Editorlayout überschrieben." #~ msgid "Move pivot" #~ msgstr "Pivotpunkt bewegen" #~ msgid "Move anchor" #~ msgstr "Anker verschieben" #~ msgid "Resize CanvasItem" #~ msgstr "CanvasItem in Größe anpassen" #~ msgid "Polygon->UV" #~ msgstr "Polygon→UV" #~ msgid "UV->Polygon" #~ msgstr "UV→Polygon" #~ msgid "Add initial export..." #~ msgstr "Ersten Export hinzufügen…" #~ msgid "Add previous patches..." #~ msgstr "Vorherige Patches hinzufügen…" #~ msgid "Delete patch '%s' from list?" #~ msgstr "Patch ‚%s‘ von Liste löschen?" #~ msgid "Patches" #~ msgstr "Patche" #~ msgid "Make Patch" #~ msgstr "Erstelle Patch" #~ msgid "Pack File" #~ msgstr "Pack-Datei" #~ msgid "No build apk generated at: " #~ msgstr "Es wurde kein Build-APK generiert in: " #~ msgid "FileSystem and Import Docks" #~ msgstr "Dateisystem- und Import-Leiste" #~ msgid "" #~ "When exporting or deploying, the resulting executable will attempt to " #~ "connect to the IP of this computer in order to be debugged." #~ msgstr "" #~ "Beim Exportieren oder Starten wird das Programm versuchen, sich mit der " #~ "IP-Adresse dieses Computers zu verbinden, um Fehler beheben zu können." #~ msgid "Current scene was never saved, please save it prior to running." #~ msgstr "" #~ "Die aktuelle Szene wurde noch nicht gespeichert, bitte vor dem Abspielen " #~ "sichern." #~ msgid "Not in resource path." #~ msgstr "Nicht im Ressourcen-Pfad." #~ msgid "Revert" #~ msgstr "Zurücksetzen" #~ msgid "This action cannot be undone. Revert anyway?" #~ msgstr "" #~ "Diese Aktion kann nicht rückgängig gemacht werden. Trotzdem zurücksetzen?" #~ msgid "Revert Scene" #~ msgstr "Szene zurücksetzen" #~ msgid "Clear Script" #~ msgstr "Skript leeren" #~ msgid "Issue Tracker" #~ msgstr "Problem-Melder" #~ msgid "Request Docs" #~ msgstr "Dokumentation anfragen" #~ msgid "Help improve the Godot documentation by giving feedback." #~ msgstr "" #~ "Mithelfen die Godot-Dokumentation durch Meinungsäußerungen zu verbessern." #~ msgid "Replaced %d occurrence(s)." #~ msgstr "Suchbegriff wurde %d mal ersetzt." #~ msgid "Create Static Convex Body" #~ msgstr "Statischen Konvex-Körper erzeugen" #~ msgid "Failed creating shapes!" #~ msgstr "Form-Erstellung fehlgeschlagen!" #~ msgid "" #~ "There are currently no tutorials for this class, you can [color=$color]" #~ "[url=$url]contribute one[/url][/color] or [color=$color][url=" #~ "$url2]request one[/url][/color]." #~ msgstr "" #~ "Es gibt zurzeit keine Tutorials zu dieser Klasse. Mitwirkungen durch " #~ "[color=$color][url=$url]eigene Beiträge[/url][/color] oder [color=$color]" #~ "[url=$url2]Meldung von Problemen[/url][/color] sind sehr erwünscht." #~ msgid "enum " #~ msgstr "Enum " #~ msgid "Brief Description" #~ msgstr "Kurze Beschreibung" #~ msgid "Class Description" #~ msgstr "Klassenbeschreibung" #~ msgid "Project export failed with error code %d." #~ msgstr "Projekt-Export ist fehlgeschlagen mit Fehlercode %d." #~ msgid "Password:" #~ msgstr "Passwort:" #~ msgid "Identifier segments must be of non-zero length." #~ msgstr "Bezeichnersegmente dürfen keine Länge gleich Null haben." #~ msgid "A digit cannot be the first character in a Identifier segment." #~ msgstr "" #~ "Eine Ziffer kann nicht das erste Zeichen eines Bezeichnersegments sein." #~ msgid "" #~ "The character '%s' cannot be the first character in a Identifier segment." #~ msgstr "" #~ "Das Zeichen ‚%s‘ kann nicht das erste Zeichen in einem Bezeichnersegment " #~ "sein." #~ msgid "The Identifier must have at least one '.' separator." #~ msgstr "Der Bezeichner muss mindestens einen Punkt-Unterteiler ‚.‘ haben." #~ msgid "Pause the scene" #~ msgstr "Szene pausieren" #~ msgid "Shift+" #~ msgstr "Umschalt+" #~ msgid "Alt+" #~ msgstr "Alt+" #~ msgid "Control+" #~ msgstr "Steuerung+" #~ msgid "Snap to Grid" #~ msgstr "Am Gitter einrasten" #~ msgid "Add input +" #~ msgstr "Eingang hinzufügen +" #~ msgid "Language" #~ msgstr "Sprache" #~ msgid "Inherits" #~ msgstr "Erbt von" #~ msgid "Base Type:" #~ msgstr "Basistyp:" #~ msgid "Available Nodes:" #~ msgstr "Verfügbare Nodes:" #~ msgid "Input" #~ msgstr "Eingang" #~ msgid "Properties:" #~ msgstr "Eigenschaften:" #~ msgid "Methods:" #~ msgstr "Methoden:" #~ msgid "Theme Properties:" #~ msgstr "Motiv-Eigenschaften:" #~ msgid "Enumerations:" #~ msgstr "Enums:" #~ msgid "Constants:" #~ msgstr "Konstanten:" #~ msgid "Class Description:" #~ msgstr "Klassenbeschreibung:" #~ msgid "Property Descriptions:" #~ msgstr "Eigenschaften-Beschreibung:" #~ msgid "Method Descriptions:" #~ msgstr "Methoden-Beschreibung:" #~ msgid "" #~ "This will install the Android project for custom builds.\n" #~ "Note that, in order to use it, it needs to be enabled per export preset." #~ msgstr "" #~ "Dies wird das Android-Projekt für eigene Builds installieren.\n" #~ "Hinweis: Um es zu benutzen muss es in den jeweiligen " #~ "Exportvoreinstellungen aktivierten werden." #~ msgid "Reverse sorting." #~ msgstr "Sortierung umkehren." #~ msgid "Delete Node(s)?" #~ msgstr "Node(s) wirklich löschen?" #~ msgid "No Matches" #~ msgstr "Keine Übereinstimmungen" #~ msgid "" #~ "Can't open file_type_cache.cch for writing, not saving file type cache!" #~ msgstr "" #~ "Die Datei 'file_type_cache.cch' konnte nicht zum schreiben geöffnet " #~ "werden. Der Dateityp-Cache wird nicht gespeichert!" #~ msgid "Cannot navigate to '%s' as it has not been found in the file system!" #~ msgstr "" #~ "Kann nicht zu '%s' navigierien, da es sich nicht im Dateisystem gefunden " #~ "wurde!" #~ msgid "Error loading image:" #~ msgstr "Fehler beim Laden des Bilds:" #~ msgid "No pixels with transparency > 128 in image..." #~ msgstr "Keine Pixel mit einer Transparenz > 128 im Bild..." #~ msgid "Parent has no solid faces to populate." #~ msgstr "Elternelement hat keine soliden Faces zu besetzen." #~ msgid "Couldn't map area." #~ msgstr "Bereich konnte nicht abgebildet werden." #~ msgid "Faces contain no area!" #~ msgstr "Flächen enthalten keinen Bereich!" #~ msgid "No faces!" #~ msgstr "Keine Flächen!" #~ msgid "Error: could not load file." #~ msgstr "Fehler: Datei konnte nicht geladen werden." #~ msgid "Error could not load file." #~ msgstr "Fehler: Datei konnte nicht geladen werden." #~ msgid "Doppler Enable" #~ msgstr "Dopplereffekt aktivieren" #~ msgid "Select Mode (Q)" #~ msgstr "Auswahlmodus (Q)" #~ msgid "Move Mode (W)" #~ msgstr "Bewegungsmodus (W)" #~ msgid "Rotate Mode (E)" #~ msgstr "Rotationsmodus (E)" #~ msgid "Scale Mode (R)" #~ msgstr "Skalierungsmodus (R)" #~ msgid "Local Coords" #~ msgstr "Lokale Koordinaten" #~ msgid "Snap Mode (%s)" #~ msgstr "Einrastmodus (%s)" #~ msgid "Tool Select" #~ msgstr "Werkzeugauswahl" #~ msgid "Tool Move" #~ msgstr "Werkzeug Verschieben" #~ msgid "Tool Rotate" #~ msgstr "Werkzeug Drehen" #~ msgid "Tool Scale" #~ msgstr "Werkzeug Skalieren" #~ msgid "" #~ "Remove all missing projects from the list? (Folders contents will not be " #~ "modified)" #~ msgstr "" #~ "Alle fehlenden Projekte aus der Liste entfernen? (Dateisysteminhalte " #~ "werden nicht geändert)" #~ msgid "Project List" #~ msgstr "Projektliste" #~ msgid "Exit" #~ msgstr "Verlassen" #~ msgid "Could not execute PVRTC tool:" #~ msgstr "Konnte PVRTC-Werkzeug nicht ausführen:" #~ msgid "Can't load back converted image using PVRTC tool:" #~ msgstr "" #~ "Umgewandeltes Bild kann mittels PVRTC-Werkzeug nicht zurück geladen " #~ "werden:" #~ msgid "Error initializing FreeType." #~ msgstr "Fehler beim initialisieren von FreeType." #~ msgid "Unknown font format." #~ msgstr "Unbekanntes Schriftformat." #~ msgid "Error loading font." #~ msgstr "Fehler beim Laden der Schriftart." #~ msgid "Invalid font size." #~ msgstr "Ungültige Schriftgröße." #~ msgid "Previous Folder" #~ msgstr "Vorheriger Ordner" #~ msgid "Next Folder" #~ msgstr "Nächster Ordner" #~ msgid "Automatically Open Screenshots" #~ msgstr "Bildschirmfotos automatisch öffnen" #~ msgid "Open in an external image editor." #~ msgstr "In externem Bildbearbeitungsprogramm öffnen." #~ msgid "Reverse" #~ msgstr "Umkehren" #~ msgid "Mirror X" #~ msgstr "X-Koordinaten spiegeln" #~ msgid "Mirror Y" #~ msgstr "Y-Koordinaten spiegeln" #~ msgid "Generating solution..." #~ msgstr "Lösungen erzeugen..." #~ msgid "Generating C# project..." #~ msgstr "C#-Projekt erzeugen..." #~ msgid "Failed to create solution." #~ msgstr "Fehler beim Erzeugen einer Lösung." #~ msgid "Failed to save solution." #~ msgstr "Fehler beim Speichern der Lösung." #~ msgid "Failed to create C# project." #~ msgstr "C#-Projekt-Erzeugen fehlgeschlagen." #~ msgid "Mono" #~ msgstr "Mono" #~ msgid "About C# support" #~ msgstr "Über die C#-Unterstützung" #~ msgid "Create C# solution" #~ msgstr "Erzeuge C#-Lösung" #~ msgid "Builds" #~ msgstr "Fertigstellungen" #~ msgid "Build Project" #~ msgstr "Projekt bauen" #~ msgid "View log" #~ msgstr "Log anschauen" #~ msgid "WorldEnvironment needs an Environment resource." #~ msgstr "Ein WorldEnvironment benötigt eine Environment-Ressource." #~ msgid "Enabled Classes" #~ msgstr "Aktivierte Klassen" #~ msgid "Update Always" #~ msgstr "Immer aktualisieren" #~ msgid "'camera' input parameter for all shader modes." #~ msgstr "‚camera‘-Eingabeparameter für alle Shadermodi." #~ msgid "'inv_camera' input parameter for all shader modes." #~ msgstr "‚inv_camera‘ Eingabeparameter für alle Shadermodi." #~ msgid "'inv_projection' input parameter for all shader modes." #~ msgstr "‚inv_projection‘ Eingabeparameter für alle Shadermodi." #~ msgid "'normal' input parameter for all shader modes." #~ msgstr "‚normal‘ Eingabeparameter für alle Shadermodi." #~ msgid "'projection' input parameter for all shader modes." #~ msgstr "‚projection‘ Eingabeparameter für alle Shadermodi." #~ msgid "'time' input parameter for all shader modes." #~ msgstr "‚time‘-Eingabeparameter für alle Shadermodi." #~ msgid "'viewport_size' input parameter for all shader modes." #~ msgstr "‚viewport_size‘-Eingabeparameter für alle Shadermodi." #~ msgid "'world' input parameter for all shader modes." #~ msgstr "‚world‘-Eingabeparameter für alle Shadermodi." #~ msgid "'alpha' input parameter for all shader modes." #~ msgstr "‚alpha‘-Eingabeparameter für alle Shadermodi." #~ msgid "'color' input parameter for all shader modes." #~ msgstr "‚color‘-Eingabeparameter für alle Shadermodi." #~ msgid "'texture_pixel_size' input parameter for all shader modes." #~ msgstr "‚texture_pixel_size‘-Eingabeparameter für alle Shadermodi." #~ msgid "'alpha' input parameter for vertex and fragment shader modes." #~ msgstr "‚alpha‘-Eingabeparameter für Vertex- und Fragment-Shadermodi." #~ msgid "'binormal' input parameter for vertex and fragment shader modes." #~ msgstr "‚binormal‘-Eingabeparameter für Vertex- und Fragment-Shadermodi." #~ msgid "'color' input parameter for vertex and fragment shader modes." #~ msgstr "‚color‘-Eingabeparameter für Vertex- und Fragment-Shadermodi." #~ msgid "'fragcoord' input parameter for fragment and light shader modes." #~ msgstr "‚fragcoord‘-Eingabeparameter für Vertex- und Fragment-Shadermodi." #~ msgid "'point_coord' input parameter for fragment shader mode." #~ msgstr "‚point_coord‘-Eingabeparameter für Vertex- und Fragment-Shadermodi." #~ msgid "'screen_uv' input parameter for fragment shader mode." #~ msgstr "‚screen_uv‘-Eingabeparameter für Fragment-Shadermodus." #~ msgid "'tangent' input parameter for vertex and fragment shader modes." #~ msgstr "‚tangent‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #~ msgid "'uv2' input parameter for vertex and fragment shader modes." #~ msgstr "‚uv2‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #~ msgid "'vertex' input parameter for vertex and fragment shader modes." #~ msgstr "‚vertex‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #~ msgid "'albedo' input parameter for light shader mode." #~ msgstr "‚albedo‘-Eingabeparameter für Light-Shadermodus." #~ msgid "'attenuation' input parameter for light shader mode." #~ msgstr "‚attenuation‘-Eingabeparameter für Light-Shadermodus." #~ msgid "'light' input parameter for light shader mode." #~ msgstr "‚light‘-Eingabeparameter für Light-Shadermodus." #~ msgid "'light_color' input parameter for light shader mode." #~ msgstr "‚light_color‘-Eingabeparameter für Light-Shadermodus." #~ msgid "'roughness' input parameter for light shader mode." #~ msgstr "‚roughness‘-Eingabeparameter für Light-Shadermodus." #~ msgid "'specular' input parameter for light shader mode." #~ msgstr "‚specular‘-Eingabeparameter für Light-Shadermodus." #~ msgid "'transmission' input parameter for light shader mode." #~ msgstr "‚transmission‘-Eingabeparameter für Light-Shadermodus." #~ msgid "'modelview' input parameter for vertex shader mode." #~ msgstr "‚modelview‘-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'point_size' input parameter for vertex shader mode." #~ msgstr "‚point_size‘-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'tangent' input parameter for vertex and fragment shader mode." #~ msgstr "‚tangent‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #~ msgid "'light_pass' input parameter for vertex and fragment shader modes." #~ msgstr "‚light_pass‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #~ msgid "'point_coord' input parameter for fragment and light shader modes." #~ msgstr "" #~ "‚point_coord‘-Eingabeparameter für Vertex- und Fragment-Shadermodus." #~ msgid "'screen_pixel_size' input parameter for fragment shader mode." #~ msgstr "Eingabeparameter 'screen_pixel_size' für den Fragment-Shader-Modus." #~ msgid "'screen_uv' input parameter for fragment and light shader modes." #~ msgstr "Eingabeparameter 'screen_uv' für Fragment- und Licht-Shader-Modi." #~ msgid "'light_alpha' input parameter for light shader mode." #~ msgstr "Eingabeparameter 'light_alpha' für den Licht-Shader-Modus." #~ msgid "'light_height' input parameter for light shader mode." #~ msgstr "Eingabeparameter'light_height' für den Licht-Shader-Modus." #~ msgid "'light_uv' input parameter for light shader mode." #~ msgstr "'light_uv'-Eingabeparameter für Licht-Shadermodus." #~ msgid "'light_vec' input parameter for light shader mode." #~ msgstr "'light_vec'-Eingabeparameter für Licht-Shadermodus." #~ msgid "'normal' input parameter for light shader mode." #~ msgstr "'normal'-Eingabeparamter für Licht-Shadermodus." #~ msgid "'shadow_color' input parameter for light shader mode." #~ msgstr "'shadow_color'-Eingabeparameter für Licht-Shadermodus." #~ msgid "'extra' input parameter for vertex shader mode." #~ msgstr "'extra'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'projection' input parameter for vertex shader mode." #~ msgstr "'projection'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'vertex' input parameter for vertex shader mode." #~ msgstr "'vertex'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'world' input parameter for vertex shader mode." #~ msgstr "'world'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'active' input parameter for vertex shader mode." #~ msgstr "'active'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'alpha' input parameter for vertex shader mode." #~ msgstr "'alpha'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'color' input parameter for vertex shader mode." #~ msgstr "'color'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'custom_alpha' input parameter for vertex shader mode." #~ msgstr "'custom_alpha'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'delta' input parameter for vertex shader mode." #~ msgstr "'delta'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'emission_transform' input parameter for vertex shader mode." #~ msgstr "'emission_transform'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'index' input parameter for vertex shader mode." #~ msgstr "'index'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'lifetime' input parameter for vertex shader mode." #~ msgstr "'lifetime'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'restart' input parameter for vertex shader mode." #~ msgstr "'restart'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'time' input parameter for vertex shader mode." #~ msgstr "'time'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'transform' input parameter for vertex shader mode." #~ msgstr "'transform'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "'velocity' input parameter for vertex shader mode." #~ msgstr "'velocity'-Eingabeparameter für Vertex-Shadermodus." #~ msgid "Raw Mode" #~ msgstr "Rohdatenmodus" #~ msgid "Path to Node:" #~ msgstr "Pfad zum Node:" #~ msgid "Delete selected files?" #~ msgstr "Ausgewählte Dateien löschen?" #~ msgid "There is no 'res://default_bus_layout.tres' file." #~ msgstr "Datei ‚res://default_bus_layout.tres‘ existiert nicht." #~ msgid "Go to parent folder" #~ msgstr "Gehe zu übergeordnetem Ordner" #~ msgid "Open Scene(s)" #~ msgstr "Szene(n) öffnen" #~ msgid "Previous Directory" #~ msgstr "Vorheriges Verzeichnis" #~ msgid "Next Directory" #~ msgstr "Nächstes Verzeichnis" #~ msgid "Ease in" #~ msgstr "Einspannen" #~ msgid "Ease out" #~ msgstr "Ausspannen" #~ msgid "Create Convex Static Body" #~ msgstr "Statischen Konvex-Körper erzeugen" #~ msgid "CheckBox Radio1" #~ msgstr "Kontrollkasten Radio1" #~ msgid "CheckBox Radio2" #~ msgstr "Kontrollkasten Radio2" #~ msgid "Create folder" #~ msgstr "Ordner erstellen" #~ msgid "Custom Node" #~ msgstr "Selbst-erstelltes Node" #~ msgid "Invalid Path" #~ msgstr "Ungültiger Pfad" #~ msgid "GridMap Duplicate Selection" #~ msgstr "GridMap-Auswahl duplizieren" #~ msgid "Create Area" #~ msgstr "Bereich erzeugen" #~ msgid "Create Exterior Connector" #~ msgstr "Exterior-Connector erstellen" #~ msgid "Edit Signal Arguments:" #~ msgstr "Signalparameter bearbeiten:" #~ msgid "Edit Variable:" #~ msgstr "Variable bearbeiten:" #~ msgid "Snap (s): " #~ msgstr "Einrasten (s): " #~ msgid "Insert keys." #~ msgstr "Schlüsselbilder einfügen." #~ msgid "Instance the selected scene(s) as child of the selected node." #~ msgstr "" #~ "Instantiiere gewählte Szene(n) als Unterobjekt des ausgewählten Nodes." #~ msgid "Font Size:" #~ msgstr "Schriftgröße:" #~ msgid "Line:" #~ msgstr "Zeile:" #~ msgid "Col:" #~ msgstr "Spalte:" #~ msgid "OrientedPathFollow only works when set as a child of a Path node." #~ msgstr "" #~ "OrientedPathFollow funktioniert nur, wenn es als Unterobjekt eines Path-" #~ "Nodes gesetzt wird." #~ msgid "Split point with itself." #~ msgstr "Teile Punkt mit sich selbst." #~ msgid "Split can't form an existing edge." #~ msgstr "Teilen kann keine existierende Kante erstellen." #~ msgid "Add Split" #~ msgstr "Teilung hinzufügen" #~ msgid "Invalid Split: " #~ msgstr "Ungültige Teilung: " #~ msgid "Remove Split" #~ msgstr "Teilung entfernen" #~ msgid "Poly" #~ msgstr "Poly" #~ msgid "Splits" #~ msgstr "Teilungen" #~ msgid "Connect two points to make a split." #~ msgstr "Zwei Punkte verbinden um Teilung zu erstellen." #~ msgid "Select a split to erase it." #~ msgstr "Teilung zum Löschen auswählen." #~ msgid "Add Node.." #~ msgstr "Node hinzufügen.." #~ msgid "Create from scene?" #~ msgstr "Von Szene erstellen?" #~ msgid "Create Poly" #~ msgstr "Polygon erstellen" #~ msgid "Create a new polygon from scratch" #~ msgstr "Polygon von Grund auf neu erstellen" #~ msgid "Zoom out" #~ msgstr "Verkleinern" #~ msgid "Zoom in" #~ msgstr "Vergrößern" #~ msgid "Create Poly3D" #~ msgstr "Polygon3D erstellen" #~ msgid "" #~ "No OccluderPolygon2D resource on this node.\n" #~ "Create and assign one?" #~ msgstr "" #~ "Keine OccluderPolygon2D-Ressource für dieses Node gefunden.\n" #~ "Neues erstellen und zuweisen?" #~ msgid "LMB: Move Point." #~ msgstr "LMT: Punkt verschieben." #~ msgid "Ctrl+LMB: Split Segment." #~ msgstr "Strg+LMT: Segment aufteilen." #~ msgid "RMB: Erase Point." #~ msgstr "RMT: Punkt entfernen." #~ msgid "New TextFile" #~ msgstr "Neue Textdatei" #~ msgid "Save Theme As" #~ msgstr "Motiv speichern als" #~ msgid "<None>" #~ msgstr "<Nichts>" #~ msgid "" #~ "Select sub-tile to use as icon, this will be also used on invalid " #~ "autotile bindings." #~ msgstr "" #~ "Unterkachel zur Benutzung als Icon auswählen, dieses wird auch für " #~ "ungültige Autokachelzuordnungen benutzt werden." #~ msgid "Zoom:" #~ msgstr "Vergrößerung:" #~ msgid "Are you sure you want to remove all connections from the \"" #~ msgstr "Sollen wirklich alle Verbindungen entfernt werden von „" #~ msgid "Class List:" #~ msgstr "Klassenliste:" #~ msgid "Public Methods" #~ msgstr "Öffentliche Methoden" #~ msgid "Public Methods:" #~ msgstr "Öffentliche Methoden:" #~ msgid "GUI Theme Items" #~ msgstr "GUI-Thema-Elemente" #~ msgid "GUI Theme Items:" #~ msgstr "GUI-Theme-Elemente:" #~ msgid "Property: " #~ msgstr "Eigenschaft: " #~ msgid "Toggle folder status as Favorite." #~ msgstr "Favoriten-Verzeichnisstatus umschalten." #~ msgid "Show current scene file." #~ msgstr "Aktuelle Szenendatei anzeigen." #~ msgid "Enter tree-view." #~ msgstr "Zur Baumansicht." #~ msgid "Whole words" #~ msgstr "Ganze Wörter" #~ msgid "Match case" #~ msgstr "Groß-/Kleinschreibung berücksichtigen" #~ msgid "Filter: " #~ msgstr "Filter: " #~ msgid "Ok" #~ msgstr "Ok" #~ msgid "Show In File System" #~ msgstr "Im Dateisystem anzeigen" #~ msgid "Search the class hierarchy." #~ msgstr "Durchsuche die Klassenhierarchie." #~ msgid "Search in files" #~ msgstr "In Dateien suchen" #~ msgid "" #~ "Built-in scripts can only be edited when the scene they belong to is " #~ "loaded" #~ msgstr "" #~ "Eingebettete Skripte können nur bearbeitet werden wenn die entsprechende " #~ "Szene geladen ist" #~ msgid "Convert To Uppercase" #~ msgstr "In Großbuchstaben konvertieren" #~ msgid "Convert To Lowercase" #~ msgstr "In Kleinbuchstaben konvertieren" #~ msgid "Rotate 0 degrees" #~ msgstr "Drehe auf 0 Grad" #~ msgid "Rotate 90 degrees" #~ msgstr "Drehe auf 90 Grad" #~ msgid "Rotate 180 degrees" #~ msgstr "Drehe auf 180 Grad" #~ msgid "Rotate 270 degrees" #~ msgstr "Drehe auf 270 Grad" #~ msgid "Variable" #~ msgstr "Variable" #~ msgid "Errors:" #~ msgstr "Fehler:" #~ msgid "Stack Trace (if applicable):" #~ msgstr "Stack Trace (falls geeignet):" #~ msgid "Bake!" #~ msgstr "Vorrendern!" #~ msgid "Bake the navigation mesh." #~ msgstr "Das Navigations-Mesh backen." #~ msgid "Get" #~ msgstr "Abfragen" #~ msgid "Change RGB Constant" #~ msgstr "Ändere RGB-Konstante" #~ msgid "Change Vec Scalar Operator" #~ msgstr "Ändere Vektor-Skalar-Operator" #~ msgid "Change RGB Operator" #~ msgstr "Ändere RGB-Operator" #~ msgid "Toggle Rot Only" #~ msgstr "schalte exklusive Rotation um" #~ msgid "Change Vec Function" #~ msgstr "Ändere Vektorfunktion" #~ msgid "Change Vec Uniform" #~ msgstr "Ändere Vektor-Uniform" #~ msgid "Change RGB Uniform" #~ msgstr "Ändere RGB-Uniform" #~ msgid "Change Default Value" #~ msgstr "Ändere Standardwert" #~ msgid "Change XForm Uniform" #~ msgstr "Ändere XForm-Uniform" #~ msgid "Change Cubemap Uniform" #~ msgstr "Ändere Cubemap-Uniform" #~ msgid "Change Comment" #~ msgstr "Ändere Kommentar" #~ msgid "Add/Remove to Color Ramp" #~ msgstr "Hinzufügen/Entfernen zum Farbgradienten" #~ msgid "Modify Color Ramp" #~ msgstr "Farbverlauf anpassen" #~ msgid "Add/Remove to Curve Map" #~ msgstr "Hinzfügen/Entfernen zum Curve-Map" #~ msgid "Modify Curve Map" #~ msgstr "Verändere Curve-Map" #~ msgid "Connect Graph Nodes" #~ msgstr "Verbinde Graph-Nodes" #~ msgid "Remove Shader Graph Node" #~ msgstr "Entferne Shader-Graph-Node" #~ msgid "Move Shader Graph Node" #~ msgstr "Verschiebe Shader-Graph-Node" #~ msgid "Duplicate Graph Node(s)" #~ msgstr "Dupliziere Graph-Node(s)" #~ msgid "Error: Cyclic Connection Link" #~ msgstr "Fehler: Zyklische Verbindung" #~ msgid "Error: Missing Input Connections" #~ msgstr "Fehler: Fehlende Eingangsverbindung" #~ msgid "Add Shader Graph Node" #~ msgstr "Shader-Graph-Node hinzufügen" #~ msgid "Move Anim Track Up" #~ msgstr "Spur nach oben verschieben" #~ msgid "Move Anim Track Down" #~ msgstr "Spur nach unten verschieben" #~ msgid "Set Transitions to:" #~ msgstr "Setze Übergänge auf:" #~ msgid "Anim Track Rename" #~ msgstr "Spur umbenennen" #~ msgid "Anim Track Change Interpolation" #~ msgstr "Interpolation der Spur ändern" #~ msgid "Anim Track Change Value Mode" #~ msgstr "Wertmodus der Spur ändern" #~ msgid "Anim Track Change Wrap Mode" #~ msgstr "Wiederholmodus der Spur ändern" #~ msgid "Edit Node Curve" #~ msgstr "Node-Kurve bearbeiten" #~ msgid "Edit Selection Curve" #~ msgstr "Selektions-Kurve bearbeiten" #~ msgid "Anim Add Key" #~ msgstr "Schlüsselbild hinzufügen" #~ msgid "In" #~ msgstr "Rein" #~ msgid "Out" #~ msgstr "Raus" #~ msgid "In-Out" #~ msgstr "Rein-Raus" #~ msgid "Out-In" #~ msgstr "Raus-Rein" #~ msgid "Change Anim Len" #~ msgstr "Animationslänge ändern" #~ msgid "Change Anim Loop" #~ msgstr "Animationswiederholung ändern" #~ msgid "Anim Create Typed Value Key" #~ msgstr "Festgelegten Werteschlüssel erstellen" #~ msgid "Anim Add Call Track" #~ msgstr "Aufruf-Spur zu Animation hinzufügen" #~ msgid "Length (s):" #~ msgstr "Länge (s):" #~ msgid "Step (s):" #~ msgstr "Schrittweite (s):" #~ msgid "Cursor step snap (in seconds)." #~ msgstr "Cursor Schrittraster (in Sekunden)." #~ msgid "Enable/Disable looping in animation." #~ msgstr "Animationsschleife aktivieren/deaktivieren." #~ msgid "Add new tracks." #~ msgstr "Neue Spuren hinzufügen." #~ msgid "Move current track up." #~ msgstr "Aktuelle Spur nach oben verschieben." #~ msgid "Move current track down." #~ msgstr "Aktuelle Spur nach unten verschieben." #~ msgid "Track tools" #~ msgstr "Spur-Werkzeuge" #~ msgid "Enable editing of individual keys by clicking them." #~ msgstr "Individuelle Schlüsselbildbearbeitung durch Anklicken aktivieren." #~ msgid "Key" #~ msgstr "Schlüsselbild" #~ msgid "Call Functions in Which Node?" #~ msgstr "Funktionen in welcher Node aufrufen?" #~ msgid "Thanks!" #~ msgstr "Danke!" #~ msgid "I see..." #~ msgstr "Verstehe..." #~ msgid "Can't open '%s'." #~ msgstr "‚%s‘ kann nicht geöffnet werden." #~ msgid "Ugh" #~ msgstr "Ähm" #~ msgid "Run Script" #~ msgstr "Skript ausführen" #~ msgid "Stop Profiling" #~ msgstr "Laufzeitanalyse beenden" #~ msgid "Start Profiling" #~ msgstr "Laufzeitanalyse starten" #~ msgid "Default (Same as Editor)" #~ msgstr "Standard (wie Editor)" #~ msgid "Create new animation in player." #~ msgstr "Neue Animation im Player erstellen." #~ msgid "Load animation from disk." #~ msgstr "Animation von der Festplatte laden." #~ msgid "Load an animation from disk." #~ msgstr "Eine Animation von der Festplatte laden." #~ msgid "Save the current animation" #~ msgstr "Aktuelle Animation speichern" #~ msgid "Edit Target Blend Times" #~ msgstr "Ziel-Übergangszeiten bearbeiten" #~ msgid "Copy Animation" #~ msgstr "Animation kopieren" #~ msgid "Fetching:" #~ msgstr "Hole:" #~ msgid "prev" #~ msgstr "zurück" #~ msgid "next" #~ msgstr "vor" #~ msgid "last" #~ msgstr "Ende" #~ msgid "Edit IK Chain" #~ msgstr "IK-Kette bearbeiten" #~ msgid "Drag pivot from mouse position" #~ msgstr "Pivotpunkt von Mauszeigerposition ziehen" #~ msgid "Set pivot at mouse position" #~ msgstr "Pivotpunkt auf Mausposition setzen" #~ msgid "Add/Remove Color Ramp Point" #~ msgstr "Farbverlaufspunkt hinzufügen/entfernen" #~ msgid "OK :(" #~ msgstr "Verstehe" #~ msgid "Skeleton Gizmo visibility" #~ msgstr "Skelett-Greifer-Sichtbarkeit" #~ msgid "StyleBox Preview:" #~ msgstr "StyleBox-Vorschau:" #~ msgid "StyleBox" #~ msgstr "Style-Box" #~ msgid "Separation:" #~ msgstr "Trennung:" #~ msgid "Texture Region Editor" #~ msgstr "Texturbegrenzungseditor" #~ msgid "Erase selection" #~ msgstr "Lösche Auswahl" #~ msgid "Item name or ID:" #~ msgstr "Elementname oder ID:" #~ msgid "Export templates for this platform are missing/corrupted: " #~ msgstr "Export-Vorlagen für dieses Systeme fehlen / sind fehlerhaft: " #~ msgid "Button 8" #~ msgstr "Taste 8" #~ msgid "Button 9" #~ msgstr "Taste 9" #~ msgid "Discard Instancing" #~ msgstr "Instantiierung verwerfen" #~ msgid "Clear!" #~ msgstr "Leeren!" #~ msgid "Toggle Spatial Visible" #~ msgstr "Spatial-Sichtbarkeit umschalten" #~ msgid "Condition" #~ msgstr "Bedingung" #~ msgid "Sequence" #~ msgstr "Sequenz" #~ msgid "Switch" #~ msgstr "Switch" #~ msgid "Iterator" #~ msgstr "Iterator" #~ msgid "While" #~ msgstr "While" #~ msgid "Return" #~ msgstr "Rückgabe" #~ msgid "Call" #~ msgstr "Aufruf" #~ msgid "Edit Variable" #~ msgstr "Variable bearbeiten" #~ msgid "Edit Signal" #~ msgstr "Signal bearbeiten" #~ msgid "Invalid action (anything goes but '/' or ':')." #~ msgstr "" #~ "Ungültiger Name für Aktion (alle Zeichen außer ‚/‘ und ‚:‘ möglich)." #~ msgid "Can't contain '/' or ':'" #~ msgstr "Darf nicht ‚/‘ oder ‚:‘ beinhalten" #~ msgid "" #~ "Invalid version.txt format inside templates. Revision is not a valid " #~ "identifier." #~ msgstr "" #~ "Ungültiges version.txt-Format in Templates. Revision ist kein gültiger " #~ "Bezeichner." #~ msgid "Can't write file." #~ msgstr "Konnte Datei nicht schreiben." #~ msgid "Couldn't get project.godot in project path." #~ msgstr "project.godot konnte nicht im Projektpfad gefunden werden." #~ msgid "Couldn't get project.godot in the project path." #~ msgstr "project.godot konnte nicht im Projektpfad gefunden werden." #~ msgid "Not found!" #~ msgstr "Nicht gefunden!" #~ msgid "Replace By" #~ msgstr "Ersetzen durch" #~ msgid "Backwards" #~ msgstr "Rückwärts" #~ msgid "Prompt On Replace" #~ msgstr "Vor dem Ersetzen nachfragen" #~ msgid "Skip" #~ msgstr "Überspringen" #~ msgid "" #~ "Your project will be created in a non empty folder (you might want to " #~ "create a new folder)." #~ msgstr "" #~ "Das Projekt wir in einem nicht-leeren Ordner erstellt (meist sind leere " #~ "Ordner die bessere Wahl)." #~ msgid "That's a BINGO!" #~ msgstr "Aber klar :-) !" #~ msgid "preview" #~ msgstr "Vorschau" #~ msgid "Move Add Key" #~ msgstr "Schlüsselbild bewegen hinzufügen" #~ msgid "Create Subscription" #~ msgstr "Erstelle Subscription" #~ msgid "List:" #~ msgstr "Liste:" #~ msgid "Set Emission Mask" #~ msgstr "Emissionsmaske setzen" #~ msgid "Clear Emitter" #~ msgstr "Leere Emittent" #~ msgid "Fold Line" #~ msgstr "Zeile einklappen" #~ msgid " " #~ msgstr " " #~ msgid "Sections:" #~ msgstr "Abschnitte:" #~ msgid "Cannot navigate to '" #~ msgstr "Kann Ordner ‚" #~ msgid "" #~ "\n" #~ "Source: " #~ msgstr "" #~ "\n" #~ "Quelle: " #~ msgid "Remove Point from Line2D" #~ msgstr "Punkt von Line2D entfernen" #~ msgid "Add Point to Line2D" #~ msgstr "Punkt zu Line2D hinzufügen" #~ msgid "Move Point in Line2D" #~ msgstr "Punkt in Line2D verschieben" #~ msgid "Split Segment (in line)" #~ msgstr "Segment aufteilen (in Linie)" #~ msgid "Meta+" #~ msgstr "Meta+" #~ msgid "Setting '" #~ msgstr "Einstellung ‚" #~ msgid "Remote Inspector" #~ msgstr "Remote Inspektor" #~ msgid "Live Scene Tree:" #~ msgstr "Echtzeit Szenenbaum:" #~ msgid "Remote Object Properties: " #~ msgstr "Eigenschaften entfernter Objekte: " #~ msgid "Prev Level (%sDown Wheel)" #~ msgstr "Vorherige Stufe (%s Mausrad runter)" #~ msgid "Next Level (%sUp Wheel)" #~ msgstr "Nächste Stufe (%s Mausrad hoch)" #~ msgid "Selection -> Duplicate" #~ msgstr "Auswahl → Duplizieren" #~ msgid "Selection -> Clear" #~ msgstr "Auswahl → Löschen" #~ msgid "" #~ "Path property must point to a valid Viewport node to work. Such Viewport " #~ "must be set to 'render target' mode." #~ msgstr "" #~ "Die Pfad Eigenschaft muss auf eine gültige Viewport Node verweisen um zu " #~ "funktionieren. Dieser Viewport muss in 'render target' Modus gesetzt " #~ "werden." #~ msgid "" #~ "The Viewport set in the path property must be set as 'render target' in " #~ "order for this sprite to work." #~ msgstr "" #~ "Der Viewport, der in der Pfad-Eigenschaft gesetzt wurde, muss als ‚Render " #~ "Target‘ definiert sein, damit das Sprite funktioniert." #~ msgid "' parsing of config failed." #~ msgstr "" #~ "‘ kann nicht aktiviert werden, Einlesen der Konfigurationsdatei " #~ "fehlgeschlagen." #~ msgid "Method List For '%s':" #~ msgstr "Methodenliste für '%s':" #~ msgid "Arguments:" #~ msgstr "Argumente:" #~ msgid "Return:" #~ msgstr "Rückgabe:" #~ msgid "Added:" #~ msgstr "Hinzugefügt:" #~ msgid "Could not save atlas subtexture:" #~ msgstr "Atlas Untertextur konnte nicht gespeichert werden:" #~ msgid "Setting Up..." #~ msgstr "Bereite vor..." #~ msgid "Error loading scene." #~ msgstr "Fehler beim laden der Szene." #~ msgid "Re-Import" #~ msgstr "Neuimport" #~ msgid "Please wait for scan to complete." #~ msgstr "Bitte warten bis Operation abgeschlossen ist." #~ msgid "Current scene must be saved to re-import." #~ msgstr "Aktuelle Szene muss gespeichert sein um sie erneut zu importieren." #~ msgid "Re-Importing" #~ msgstr "Importiere erneut" #~ msgid "Re-Import Changed Resources" #~ msgstr "Veränderte Ressourcen neu importieren" #~ msgid "" #~ "\n" #~ "Status: Needs Re-Import" #~ msgstr "" #~ "\n" #~ "Status: Benötigt Neu-Import" #~ msgid "Same source and destination files, doing nothing." #~ msgstr "Quell- und Zieldatei sind gleich, ignoriere Anweisung." #~ msgid "Target file exists, can't overwrite. Delete first." #~ msgstr "" #~ "Zieldatei existiert bereits und kann nicht überschrieben werden. Ggf " #~ "manuell löschen." #~ msgid "Same source and destination paths, doing nothing." #~ msgstr "Quell- und Zielpfad sind gleich, ignoriere Anweisung." #~ msgid "Can't move directories to within themselves." #~ msgstr "Verzeichnisse lassen sich nicht in sich selbst verschieben." #~ msgid "Can't rename deps for:\n" #~ msgstr "Abhängigkeiten können nicht umbenannt werden für:\n" #~ msgid "Pick New Name and Location For:" #~ msgstr "Wähle neuen Namen und Ort für:" #~ msgid "Info" #~ msgstr "Info" #~ msgid "No bit masks to import!" #~ msgstr "Keine Bitmasken zu importieren!" #~ msgid "Target path is empty." #~ msgstr "Zielpfad ist leer." #~ msgid "Target path must be a complete resource path." #~ msgstr "Zielpfad muss ein kompletter Ressourcenpfad sein." #~ msgid "Target path must exist." #~ msgstr "Zielpfad muss existieren." #~ msgid "Import BitMasks" #~ msgstr "BitMasks importieren" #~ msgid "Source Texture(s):" #~ msgstr "Quelltextur(en):" #~ msgid "Target Path:" #~ msgstr "Zielpfad:" #~ msgid "Accept" #~ msgstr "Akzeptieren" #~ msgid "Bit Mask" #~ msgstr "Bitmaske" #~ msgid "No source font file!" #~ msgstr "Keine Quellschriftart-Datei gefunden!" #~ msgid "No target font resource!" #~ msgstr "Keine Zielschriftart-Ressource!" #~ msgid "" #~ "Invalid file extension.\n" #~ "Please use .font." #~ msgstr "" #~ "Ungültige Dateiendung.\n" #~ "Nutze .font als Dateiendung." #~ msgid "Couldn't save font." #~ msgstr "Schriftart konnte nicht gespeichert werden." #~ msgid "Source Font:" #~ msgstr "Quellschriftart:" #~ msgid "Dest Resource:" #~ msgstr "Ziel-Ressource:" #~ msgid "The quick brown fox jumps over the lazy dog." #~ msgstr "Franz jagt im komplett verwahrlosten Taxi quer durch Bayern." #~ msgid "Test:" #~ msgstr "Test:" #~ msgid "Options:" #~ msgstr "Optionen:" #~ msgid "Font Import" #~ msgstr "Schriftart importieren" #~ msgid "" #~ "This file is already a Godot font file, please supply a BMFont type file " #~ "instead." #~ msgstr "" #~ "Diese Datei ist bereits eine Godot Schriftart. Bitte stattdessen eine " #~ "Datei im BMFont-Format angeben." #~ msgid "Failed opening as BMFont file." #~ msgstr "Öffnen der BMFont-Datei fehlgeschlagen." #~ msgid "Invalid font custom source." #~ msgstr "Eigene Schriftart-Quelle ist ungültig." #~ msgid "No meshes to import!" #~ msgstr "Keine Meshes zu importieren!" #~ msgid "Single Mesh Import" #~ msgstr "Einzelnes Mesh importieren" #~ msgid "Source Mesh(es):" #~ msgstr "Quell Mesh(es):" #~ msgid "Surface %d" #~ msgstr "Oberfläche %d" #~ msgid "No samples to import!" #~ msgstr "Keine Samples zu importieren!" #~ msgid "Import Audio Samples" #~ msgstr "Audio-Samples importieren" #~ msgid "Source Sample(s):" #~ msgstr "Quell Sample(s):" #~ msgid "Audio Sample" #~ msgstr "Audio-Sample" #~ msgid "New Clip" #~ msgstr "Neuer Clip" #~ msgid "Flags" #~ msgstr "Flags" #~ msgid "Bake FPS:" #~ msgstr "FPS fixieren:" #~ msgid "Optimizer" #~ msgstr "Optimierung" #~ msgid "Max Linear Error" #~ msgstr "Obere lineare Fehlergrenze" #~ msgid "Max Angular Error" #~ msgstr "Obere Winkelfehlergrenze" #~ msgid "Max Angle" #~ msgstr "Maximaler Winkel" #~ msgid "Start(s)" #~ msgstr "Start" #~ msgid "Source path is empty." #~ msgstr "Quellpfad ist leer." #~ msgid "Couldn't load post-import script." #~ msgstr "Post-Import Skript konnte nicht geladen werden." #~ msgid "Invalid/broken script for post-import." #~ msgstr "Ungültiges / Fehlerhaftes Skript für Post-Import." #~ msgid "Error importing scene." #~ msgstr "Fehler beim importieren der Szene." #~ msgid "Import 3D Scene" #~ msgstr "3D-Szene importieren" #~ msgid "Source Scene:" #~ msgstr "Quellszene:" #~ msgid "Same as Target Scene" #~ msgstr "Dieselbe wie die Zielszene" #~ msgid "Shared" #~ msgstr "Geteilt" #~ msgid "Target Texture Folder:" #~ msgstr "Ziel-Texturenordner:" #~ msgid "Custom Root Node Type:" #~ msgstr "Angepasster Root-Node-Typ:" #~ msgid "Auto" #~ msgstr "Auto" #~ msgid "The Following Files are Missing:" #~ msgstr "Die folgenden Dateien fehlen:" #~ msgid "Import Anyway" #~ msgstr "Trotzdem importieren" #~ msgid "Edited scene has not been saved, open imported scene anyway?" #~ msgstr "" #~ "Bearbeitete Szene wurde nicht gespeichert, trotzdem importierte Szene " #~ "öffnen?" #~ msgid "Import Image:" #~ msgstr "Bild importieren:" #~ msgid "Couldn't localize path: %s (already local)" #~ msgstr "Pfad konnte nicht gefunden werden: %s (bereits lokal)" #~ msgid "3D Scene Animation" #~ msgstr "3D-Szenenanimation" #~ msgid "Uncompressed" #~ msgstr "Unkomprimiert" #~ msgid "Compress Lossless (PNG)" #~ msgstr "Verlustfrei komprimieren (PNG)" #~ msgid "Compress Lossy (WebP)" #~ msgstr "Verlustbehaftet komprimieren (WebP)" #~ msgid "Compress (VRAM)" #~ msgstr "Komprimieren (VRAM)" #~ msgid "Texture Format" #~ msgstr "Texturformat" #~ msgid "Texture Compression Quality (WebP):" #~ msgstr "Texturkompressionsqualität (WebP):" #~ msgid "Texture Options" #~ msgstr "Textureinstellungen" #~ msgid "Please specify some files!" #~ msgstr "Bitte gib einige Dateien an!" #~ msgid "At least one file needed for Atlas." #~ msgstr "Es wird zumindest eine Datei für den Atlas benötigt." #~ msgid "Error importing:" #~ msgstr "Fehler beim importieren:" #~ msgid "Max Texture Size:" #~ msgstr "Maximale Texturgröße:" #~ msgid "Import Textures for Atlas (2D)" #~ msgstr "Texturen für Atlas (2D) importieren" #~ msgid "Large Texture" #~ msgstr "Große Textur" #~ msgid "Import Large Textures (2D)" #~ msgstr "Große Texturen (2D) importieren" #~ msgid "Source Texture" #~ msgstr "Quelltextur" #~ msgid "Base Atlas Texture" #~ msgstr "Basis-Atlastextur" #~ msgid "Source Texture(s)" #~ msgstr "Quelltextur(en)" #~ msgid "Import Textures for 2D" #~ msgstr "Texturen für 2D importieren" #~ msgid "Import Textures for 3D" #~ msgstr "Texturen für 3D importieren" #~ msgid "Import Textures" #~ msgstr "Texturen importieren" #~ msgid "2D Texture" #~ msgstr "2D-Textur" #~ msgid "3D Texture" #~ msgstr "3D-Textur" #~ msgid "Atlas Texture" #~ msgstr "Atlastextur" #~ msgid "" #~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files " #~ "to the project." #~ msgstr "" #~ "MERKE: Das importieren von 2D Texturen ist nicht zwingend notwendig. " #~ "Kopiere einfach png/jpg Dateien in das Projekt." #~ msgid "Crop empty space." #~ msgstr "Leere Bereiche beschneiden." #~ msgid "Texture" #~ msgstr "Textur" #~ msgid "Import Large Texture" #~ msgstr "Große Textur importieren" #~ msgid "Load Source Image" #~ msgstr "Quellbild laden" #~ msgid "Slicing" #~ msgstr "Teile" #~ msgid "Saving" #~ msgstr "Speichere" #~ msgid "Couldn't save large texture:" #~ msgstr "Große Textur konnte nicht gespeichert werden:" #~ msgid "Build Atlas For:" #~ msgstr "Erstelle Atlas für:" #~ msgid "Loading Image:" #~ msgstr "Lade Bild:" #~ msgid "Converting Images" #~ msgstr "Bilder werden konvertiert" #~ msgid "Cropping Images" #~ msgstr "Bilder werden beschnitten" #~ msgid "Couldn't save atlas image:" #~ msgstr "Atlas-Bild konnte nicht gespeichert werden:" #~ msgid "Couldn't save converted texture:" #~ msgstr "Konvertierte Textur konnte nicht gespeichert werden:" #~ msgid "Invalid translation source!" #~ msgstr "Fehlerhafte Übersetzungsquelle!" #~ msgid "Column" #~ msgstr "Reihe" #~ msgid "No items to import!" #~ msgstr "Keine Elemente zu importieren!" #~ msgid "No target path!" #~ msgstr "Kein Zielpfad!" #~ msgid "Import Translations" #~ msgstr "Übersetzungen importieren" #~ msgid "Couldn't import!" #~ msgstr "Konnte nicht importiert werden!" #~ msgid "Import Translation" #~ msgstr "Übersetzung importieren" #~ msgid "Source CSV:" #~ msgstr "Quell-CSV:" #~ msgid "Ignore First Row" #~ msgstr "Erste Zeile ignorieren" #~ msgid "Compress" #~ msgstr "Komprimieren" #~ msgid "Add to Project (project.godot)" #~ msgstr "Zu Projekt hinzufügen (project.godot)" #~ msgid "Import Languages:" #~ msgstr "Sprachen importieren:" #~ msgid "Translation" #~ msgstr "Übersetzung" #~ msgid "Triangle #" #~ msgstr "Dreieck #" #~ msgid "Light Baker Setup:" #~ msgstr "Light-Baker einrichten:" #~ msgid "Fixing Lights" #~ msgstr "Fixiere Lampen" #~ msgid "Making BVH" #~ msgstr "Erstelle BVH" #~ msgid "Allocating Texture #" #~ msgstr "Zuweisen von Textur #" #~ msgid "Baking Triangle #" #~ msgstr "Baking von Dreieck #" #~ msgid "Post-Processing Texture #" #~ msgstr "Nachbearbeiten von Textur #" #~ msgid "Reset the lightmap octree baking process (start over)." #~ msgstr "Lightmap-Octree-Backing-Prozess zurücksetzen (neu starten)." #~ msgid "Zoom Set..." #~ msgstr "Vergrößerung setzen..." #~ msgid "Set a Value" #~ msgstr "Einen Wert setzen" #~ msgid "Parse BBCode" #~ msgstr "BBCode parsen" #~ msgid "Length:" #~ msgstr "Länge:" #~ msgid "Open Sample File(s)" #~ msgstr "Audiodatei(en) öffnen" #~ msgid "ERROR: Couldn't load sample!" #~ msgstr "Fehler: Konnte Audio nicht laden!" #~ msgid "Add Sample" #~ msgstr "Sample hinzufügen" #~ msgid "Rename Sample" #~ msgstr "Sample umbenennen" #~ msgid "Delete Sample" #~ msgstr "Sample löschen" #~ msgid "16 Bits" #~ msgstr "16 Bit" #~ msgid "8 Bits" #~ msgstr "8 Bit" #~ msgid "Stereo" #~ msgstr "Stereo" #~ msgid "Scaling to %s%%." #~ msgstr "Skaliere auf %s%%." #~ msgid "Bucket" #~ msgstr "Eimer" #~ msgid "Invalid project path, the path must exist!" #~ msgstr "Ungültiger Projektpfad, der Pfad muss existieren!" #~ msgid "Invalid project path, project.godot must not exist." #~ msgstr "Ungültiger Projektpfad, project.godot darf nicht existieren." #~ msgid "Invalid project path, project.godot must exist." #~ msgstr "Ungültiger Projektpfad, project.godot muss existieren." #~ msgid "Project Path (Must Exist):" #~ msgstr "Projektpfad (muss existieren):" #~ msgid "Create New Resource" #~ msgstr "Erstelle neue Ressource" #~ msgid "Open Resource" #~ msgstr "Ressource öffnen" #~ msgid "Save Resource" #~ msgstr "Ressource speichern" #~ msgid "Resource Tools" #~ msgstr "Ressourcenwerkzeuge" #~ msgid "Tiles" #~ msgstr "Kacheln" #~ msgid "Areas" #~ msgstr "Bereiche" #~ msgid "Ctrl+" #~ msgstr "Strg+" #~ msgid "Close scene? (Unsaved changes will be lost)" #~ msgstr "Szene schließen? (Nicht gespeicherte Änderungen gehen verloren)" #~ msgid "" #~ "Open Project Manager? \n" #~ "(Unsaved changes will be lost)" #~ msgstr "" #~ "Projektverwaltung öffnen?\n" #~ "(Nicht gespeicherte Änderungen gehen verloren)" #~ msgid "Close Goto Prev. Scene" #~ msgstr "Schließen und zur letzten Szene wechseln" #~ msgid "Del" #~ msgstr "Entfernen" #~ msgid "just pressed" #~ msgstr "gerade gedrückt" #~ msgid "" #~ "Couldn't read the certificate file. Are the path and password both " #~ "correct?" #~ msgstr "" #~ "Die Zertifikat-Datei konnte nicht gelesen werden. Sind Pfad und Passwort " #~ "beide korrekt?" #~ msgid "Error creating the package signature." #~ msgstr "Fehler beim erstellen der Paketsignatur." #, fuzzy #~ msgid "RAW Mode" #~ msgstr "Roh-Modus" #~ msgid "Node From Scene" #~ msgstr "Node aus Szene" #~ msgid "Import assets to the project." #~ msgstr "Importiere Medieninhalte ins Projekt." #~ msgid "Export the project to many platforms." #~ msgstr "Exportiere das Projekt für viele Plattformen." #~ msgid "Alerts when an external resource has changed." #~ msgstr "Signalisiert, wenn sich eine externe Ressource verändert hat." #~ msgid "Open https://godotengine.org at tutorials section." #~ msgstr "Öffnet https://godotengine.org im Abschnitt ‚Tutorials‘." #~ msgid "No scene selected to instance!" #~ msgstr "Keine Szene für Instanz ausgewählt!" #~ msgid "Instance at Cursor" #~ msgstr "Instanz am Mauszeiger" #~ msgid "Could not instance scene!" #~ msgstr "Konnte Szene nicht instantiieren!" #~ msgid "Use Default Light" #~ msgstr "Nutze Standardlicht" #~ msgid "Use Default sRGB" #~ msgstr "Nutze Standard-sRGB" #~ msgid "Default Light Normal:" #~ msgstr "Standardlichtnormale:" #~ msgid "Ambient Light Color:" #~ msgstr "Umgebungslichtfarbe:" #~ msgid "Invalid parent class name" #~ msgstr "Ungültiger Name für Elternklasse" #~ msgid "Valid chars:" #~ msgstr "Gültige Zeichen:" #~ msgid "Valid name" #~ msgstr "Gültiger Name" #~ msgid "Class name is invalid!" #~ msgstr "Name der Klasse ist ungültig!" #~ msgid "Parent class name is invalid!" #~ msgstr "Name der Elternklasse ist ungültig!" #~ msgid "Path property must point to a valid Particles2D node to work." #~ msgstr "" #~ "Die Pfad-Eigenschaft muss auf ein gültiges Particles2D-Node verweisen." #~ msgid "Surface" #~ msgstr "Oberfläche" #~ msgid "" #~ "A SampleLibrary resource must be created or set in the 'samples' property " #~ "in order for SamplePlayer to play sound." #~ msgstr "" #~ "Eine SampleLibrary-Ressource muss unter der Eigenschaft ‚Samples‘ erzeugt " #~ "oder ausgewählt werden, damit SamplePlayer Ton abspielen kann." #~ msgid "" #~ "A SampleLibrary resource must be created or set in the 'samples' property " #~ "in order for SpatialSamplePlayer to play sound." #~ msgstr "" #~ "Eine SampleLibrary-Ressource muss unter der ‚Samples‘-Eigenschaft erzeugt " #~ "oder ausgewählt werden, damit SpatialSamplePlayer Ton abspielen kann." #~ msgid "Replaced %d Ocurrence(s)." #~ msgstr "Suchbegriff wurde %d mal ersetzt." #~ msgid "Save Translatable Strings" #~ msgstr "Speichere übersetzbare Zeichenketten" #~ msgid "Edit Script Options" #~ msgstr "Skriptoptionen bearbeiten" #~ msgid "Error exporting project!" #~ msgstr "Fehler beim Exportieren des Projekts!" #~ msgid "Error writing the project PCK!" #~ msgstr "Fehler beim Schreiben des Projekt-PCK!" #~ msgid "No exporter for platform '%s' yet." #~ msgstr "Kein Exporter für Plattform ‚%s‘ verfügbar." #~ msgid "Create Android keystore" #~ msgstr "Erzeuge Android-Schlüssel" #~ msgid "Organizational unit" #~ msgstr "Organisatorische Einheit" #~ msgid "Organization" #~ msgstr "Organisation" #~ msgid "City" #~ msgstr "Stadt" #~ msgid "State" #~ msgstr "Status" #~ msgid "2 letter country code" #~ msgstr "2-Buchstaben-Ländercode" #~ msgid "User alias" #~ msgstr "Nutzer-Alias" #~ msgid "Password" #~ msgstr "Passwort" #~ msgid "at least 6 characters" #~ msgstr "Mindestens 6 Zeichen" #~ msgid "File name" #~ msgstr "Dateiname" #~ msgid "Path : (better to save outside of project)" #~ msgstr "Pfad: (besser außerhalb des Projektordners speichern)" #~ msgid "" #~ "Release keystore is not set.\n" #~ "Do you want to create one?" #~ msgstr "" #~ "Release-Schlüsselspeicher wurde nicht gewählt.\n" #~ "Soll einer erstellt werden?" #~ msgid "Fill Keystore/Release User and Release Password" #~ msgstr "Schlüsselspeicher, Nutzer und Passwort für Release eingeben" #~ msgid "Include" #~ msgstr "Einbeziehen" #~ msgid "Group name can't be empty!" #~ msgstr "Gruppenname muss vorhanden sein!" #~ msgid "Invalid character in group name!" #~ msgstr "Ungültiges Zeichen in Gruppenname!" #~ msgid "Add Image Group" #~ msgstr "Füge Bildergruppe hinzu" #~ msgid "Project Export Settings" #~ msgstr "Projektexporteinstellungen" #~ msgid "Export to Platform" #~ msgstr "Export zu Plattform" #~ msgid "Export all files in the project directory." #~ msgstr "Exportiere alle Dateien im Projektverzeichnis." #~ msgid "Convert text scenes to binary on export." #~ msgstr "Konvertiere Textszenen in Binärformat beim Exportieren." #~ msgid "Images" #~ msgstr "Bilder" #~ msgid "Keep Original" #~ msgstr "Original behalten" #~ msgid "Compress for Disk (Lossy, WebP)" #~ msgstr "Komprimiere für Festplattenspeicher (verlustbehaftet, WebP)" #~ msgid "Compress for RAM (BC/PVRTC/ETC)" #~ msgstr "Komprimiere für Arbeitsspeicher (BC/PVRTC/ETC)" #~ msgid "Convert Images (*.png):" #~ msgstr "Konvertiere Bilder (*.png):" #~ msgid "Compress for Disk (Lossy) Quality:" #~ msgstr "" #~ "Qualitätseinstellungen für Kompression (verlustbehaftet, auf Festplatte):" #~ msgid "Shrink All Images:" #~ msgstr "Alle Bilder verkleinern:" #~ msgid "Compress Formats:" #~ msgstr "Komprimierungsformate:" #~ msgid "Groups:" #~ msgstr "Gruppen:" #~ msgid "Compress Disk" #~ msgstr "Komprimiere für Festplatte" #~ msgid "Compress RAM" #~ msgstr "Komprimiere für Arbeitsspeicher" #~ msgid "Compress Mode:" #~ msgstr "Kompressionsmodus:" #~ msgid "Lossy Quality:" #~ msgstr "Verlustbehaftete Qualität:" #~ msgid "Shrink By:" #~ msgstr "Verkleinern nach:" #~ msgid "Images:" #~ msgstr "Bilder:" #~ msgid "Group" #~ msgstr "Gruppe" #~ msgid "Sample Conversion Mode: (.wav files):" #~ msgstr "Audio-Umwandlungs-Modus: (.wav-Dateien):" #~ msgid "Compress (RAM - IMA-ADPCM)" #~ msgstr "Komprimieren (RAM - IMA-ADPCM)" #~ msgid "Sampling Rate Limit (Hz):" #~ msgstr "Grenze der Abtastrate (Hz):" #~ msgid "Trim" #~ msgstr "Zuschneiden" #~ msgid "Trailing Silence:" #~ msgstr "Auslaufende Stille:" #~ msgid "Export Project PCK" #~ msgstr "Exportiere Projekt-PCK" #~ msgid "Project Export" #~ msgstr "Projekt exportieren" #~ msgid "BakedLightInstance does not contain a BakedLight resource." #~ msgstr "BakedLightInstance enthält keine BakedLight-Ressource." #~ msgid "Lighting" #~ msgstr "Belichtung" #~ msgid "Global" #~ msgstr "Global" #~ msgid "" #~ "This item cannot be made visible because the parent is hidden. Unhide the " #~ "parent first." #~ msgstr "" #~ "Diese Element kann nicht sichtbar gemacht werden solange das " #~ "Elternelement versteckt ist. Elternelement zuerst sichtbar machen." #~ msgid "File exists" #~ msgstr "Datei existiert" #~ msgid "Valid path" #~ msgstr "Gültiger Pfad" #~ msgid "" #~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but " #~ "unsequenced ports were specified." #~ msgstr "" #~ "Eigens erstelltes Node hat keine Methode _get_output_port_unsequenced(idx," #~ "wmem), jedoch wurden unsequenzierte Ports angegeben." #~ msgid "Cannot go into subdir:" #~ msgstr "Unterordner kann nicht geöffnet werden:" #~ msgid "Enable/Disable interpolation when looping animation." #~ msgstr "Aktivieren/Deaktivieren Interpolation, wenn Schleife aktiviert." #~ msgid "Load Layout" #~ msgstr "Layout Laden" #~ msgid "Binds (Extra Params):" #~ msgstr "Bindungen (Extra Parameter):" #~ msgid "Method In Node:" #~ msgstr "Methode in Node:"