virtualx-engine/editor/translations/de.po
Rémi Verschelde 37a0f4cefb
i18n: Sync translations with Weblate
(cherry picked from commit a812779cc5)
2021-06-16 13:48:32 +02:00

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# 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, 2021.
# 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, 2021.
# 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.
# Daniel Glocker <mystboy666@gmail.com>, 2021.
# Raphipod <podraphi@googlemail.com>, 2021.
# Daniel Plaster <danimineiromc@googlemail.com>, 2021.
# El Captian <elcaptian@posteo.me>, 2021.
# Ron Eric Hackländer <mail@roneric.net>, 2021.
# Stephan Kerbl <stephankerbl@gmail.com>, 2021.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2021-06-07 23:43+0000\n"
"Last-Translator: Linux User <no-ads@mail.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 4.7-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 "Schlüsselbild hier einfügen"
#: editor/animation_bezier_editor.cpp
msgid "Duplicate Selected Key(s)"
msgstr "Ausgewählte Schlüsselbilder duplizieren"
#: editor/animation_bezier_editor.cpp
msgid "Delete Selected Key(s)"
msgstr "Ausgewählte Schlüsselbilder 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
#: editor/scene_tree_dock.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 editor/editor_node.cpp editor/project_manager.cpp
msgid "Click to copy."
msgstr ""
#: 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 "Allein"
#: editor/editor_audio_buses.cpp
msgid "Mute"
msgstr "Stummschalten"
#: editor/editor_audio_buses.cpp
msgid "Bypass"
msgstr "Überbrückung"
#: 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 "Einzelelement"
#: 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 (AssetLib)"
#: 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/import_defaults_editor.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 "Ereignis"
#: 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 Laufzeit-Objekt, Änderungen 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: '%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'. This might be due to a code "
"error in that script.\n"
"Disabling the addon at '%s' to prevent further errors."
msgstr ""
"Erweiterungsskript auf folgendem Pfad konnte nicht geladen werden: %s. Es "
"scheint ein Fehler in dessen Quellcode zu sein.\n"
"Die Erweiterung %s wird deaktiviert um weitere Fehler zu verhindern."
#: 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/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 "Support Godot Development"
msgstr "Unterstützung der Godot-Entwicklung"
#: 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
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
#: editor/scene_tree_dock.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 ""
"Importing has been disabled for this file, so it can't be opened for editing."
msgstr ""
"Für diese Datei wurde die Import-Funktion deaktiviert, sie kann folglich "
"nicht zum Bearbeiten geöffnet werden."
#: 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_defaults_editor.cpp
msgid "Select Importer"
msgstr "Importer auswählen"
#: editor/import_defaults_editor.cpp
msgid "Importer:"
msgstr "Importierer:"
#: editor/import_defaults_editor.cpp
msgid "Reset to Defaults"
msgstr "Auf Standardwerte zurücksetzen"
#: editor/import_dock.cpp
msgid "Keep File (No Import)"
msgstr "Datei behalten (kein Import)"
#: 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 SHA-256 hash check"
msgstr "Sha256 Checksummen 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
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 ""
"Der Godot-Editor 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/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/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 "Testhilfsprogramm"
#: 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 editor/scene_tree_dock.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 "Skelett2D"
#: 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 "Eckpunkte"
#: 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 GLES2Renderer 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 ""
"To zoom further, change the camera's clipping planes (View -> Settings...)"
msgstr ""
"Um weiter zoomen zu können müssen die Kameraausschnittebenen geändert werden "
"(Anzeige -> Einstellungen… )"
#: 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 "Bild"
#: 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 "Kachelsatz"
#: 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 "Abtaster"
#: 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 "Eckpunkt"
#: 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 "VisuellerShader"
#: 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
msgid "Loading, please wait..."
msgstr "Projekte 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/project_settings_editor.cpp
msgid "Import Defaults"
msgstr "Standardwerte importieren"
#: 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 "Endung:"
#: 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 "Can't paste root node into the same scene."
msgstr "Einfügen der Wurzelnode in dieselbe Szene nicht möglich."
#: editor/scene_tree_dock.cpp
msgid "Paste Node(s)"
msgstr "Node(s) einfügen"
#: 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 "Anderes 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 "Cut Node(s)"
msgstr "Node(s) trennen"
#: 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 ""
"If selected, the Remote scene tree dock will cause the project to stutter "
"every time it updates.\n"
"Switch back to the Local scene tree dock to improve performance."
msgstr ""
"Falls ausgewählt wird das Panel für den Fern-Szenenbaum jedes mal beim "
"Aktualisieren das Projekt zum Ruckeln bringen.\n"
"Für bessere Geschwindigkeit sollte diese Option auf Lokaler Szenenbaum "
"gestellt werden."
#: 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 "GDNativ"
#: 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 ""
"Either Debug Keystore, Debug User AND Debug Password settings must be "
"configured OR none of them."
msgstr ""
#: 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 ""
"Either Release Keystore, Release User AND Release Password settings must be "
"configured OR none of them."
msgstr ""
#: 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_polygon_2d.cpp
msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode."
msgstr ""
"Ungültiges Polygon. Mindestens drei Punkte werden im Festkörper-Baumodus "
"benötigt."
#: scene/2d/collision_polygon_2d.cpp
msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode."
msgstr ""
"Ungültiges Polygon. Mindestens zwei Punkte werden im Segment-Baumodus "
"benötigt."
#: 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/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 ""
#~ "Godot editor was built without ray tracing support; lightmaps can't be "
#~ "baked.\n"
#~ "If you are using an Apple Silicon-based Mac, try forcing Rosetta "
#~ "emulation on Godot.app in the application settings\n"
#~ "then restart the editor."
#~ msgstr ""
#~ "Der Godot-Editor wurde ohne Raytracing-Unterstützung gebaut; Lightmaps "
#~ "können nicht gebacken werden.\n"
#~ "Nutzer eines Macs basierend auf Apple Silicon sollten Rosetta-Emulation "
#~ "in den Anwendungseinstellungen aktivieren und den Editor neu starten."
#~ 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."
#~ 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 "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:"