Skip to content

Commit 2f07b3b

Browse files
authored
Actualization of all already translated to Russian manuals (#554)
* 1 * 2 * fix en version as well * 3 * fix missed change * 4 * last * Revert "last" This reverts commit 1ec871c. * revert wrong translation
1 parent 1735319 commit 2f07b3b

File tree

88 files changed

+3396
-1752
lines changed

Some content is hidden

Large Commits have some content hidden by default. Use the searchbox below for content that may be hidden.

88 files changed

+3396
-1752
lines changed

docs/en/manuals/debugging-native-code-ios.md

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -83,13 +83,13 @@ You have a few options to debug an app
8383

8484
1. Either choose `Debug` -> `Attach to process...` and select the app from there
8585

86-
1. Or choose the `Attach to process by PID or Process name`
86+
2. Or choose the `Attach to process by PID or Process name`
8787

8888
![select_device](images/extensions/debugging/ios/attach_to_process_name.png)
8989

90-
1. Start the app on the device
90+
3. Start the app on the device
9191

92-
1. In `Edit Scheme` add the <AppName>.app folder as the executable
92+
4. In `Edit Scheme` add the <AppName>.app folder as the executable
9393

9494
### Debug symbols
9595

docs/en/manuals/debugging-native-code.md

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -102,21 +102,21 @@ You can [upload the debug symbols to Google Play](https://developer.android.com/
102102
$ ls <project>/build/<platform>/[lib]dmengine[.exe|.so]
103103
```
104104

105-
1. Unzip to a folder:
105+
2. Unzip to a folder:
106106

107107
```sh
108108
$ unzip dmengine.apk -d dmengine_1_2_105
109109
```
110110

111-
1. Find the callstack address
111+
3. Find the callstack address
112112

113113
E.g. in the non symbolicated callstack it could look like this
114114

115115
`#00 pc 00257224 libmy_game_name.so`
116116

117117
Where *`00257224`* is the address
118118

119-
1. Resolve the address
119+
4. Resolve the address
120120

121121
```sh
122122
$ arm-linux-androideabi-addr2line -C -f -e dmengine_1_2_105/lib/armeabi-v7a/libdmengine.so _address_
@@ -133,13 +133,13 @@ Note: If you get hold of a stack trace from the [Android logs](/manuals/debuggin
133133
# it will produce a Contents/Resources/DWARF/dmengine
134134
```
135135

136-
1. If you're not using Native Extensions, download the vanilla symbols:
136+
2. If you're not using Native Extensions, download the vanilla symbols:
137137

138138
```sh
139139
$ wget http://d.defold.com/archive/<sha1>/engine/arm64-darwin/dmengine.dSYM
140140
```
141141

142-
1. Symbolicate using load address
142+
3. Symbolicate using load address
143143

144144
For some reason, simply putting the address from the callstack doesn't work (i.e. load address 0x0)
145145

docs/en/manuals/extender-local-setup.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -72,7 +72,7 @@ Once you have the above mentioned software installed follow these steps to insta
7272
cp ${TMP_DIR}/$(ls ${TMP_DIR} | grep server-${EXTENDER_VERSION}.jar) ${APPLICATION_DIR}/extender.jar
7373
cp ${TMP_DIR}/$(ls ${TMP_DIR} | grep manifestmergetool-${MANIFESTMERGETOOL_VERSION}.jar) ${APPLICATION_DIR}/manifestmergetool.jar
7474
```
75-
7. __Start the server__ - We can now start the server by running the docker compose main command:
75+
6. __Start the server__ - We can now start the server by running the docker compose main command:
7676
```sh
7777
docker compose -p extender -f server/docker/docker-compose.yml --profile <profile> up
7878
```

docs/en/manuals/factory.md

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -263,7 +263,6 @@ The project setting *max_instances* in *Collection related settings* limits the
263263

264264
If you set *max_instances* to 1024 and have 24 manually placed game objects in your main collection, you can spawn an additional 1000 game objects. As soon as you delete a game object, you are free to spawn another instance.
265265

266-
267266
## Pooling of game objects
268267

269268
It may seem like a good idea to save spawned game objects in a pool and reuse them. However, the engine is already doing object pooling under the hood so additional overhead will only slow things down. It is both faster and cleaner to delete game objects and spawn new ones.

docs/en/manuals/gui.md

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -120,11 +120,9 @@ function init(self)
120120

121121
-- get the new texture file assigned to the texture with id 'theme'
122122
print(go.get("#gui", "textures", { key = "theme" })) -- /assets/mytheme.atlas
123-
124123
end
125124
```
126125

127-
128126
## Dependencies
129127

130128
The resource tree in a Defold game is static so any dependencies that you need for your GUI nodes need to be added to the component. The *Outline* groups all dependencies by type under "folders":

docs/en/manuals/importing-graphics.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -70,4 +70,4 @@ Learn more about particle effects in the [Particle fx manual](/manuals/particlef
7070

7171
![gui](images/graphics/gui.png)
7272

73-
Learn more about GUIs in the [GUI manual](/manuals/gui).
73+
Learn more about GUIs in the [GUI manual](/manuals/gui).

docs/en/manuals/importing-models.md

Lines changed: 0 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -8,13 +8,11 @@ Defold currently support models, skeletons and animations in GL Transmission For
88

99
![Model in Blender](images/model/blender.png)
1010

11-
1211
## Importing to Defold
1312
To import the model, simply drag and drop the *.gltf* file or *.dae* file and the corresponding texture image into the *Assets Pane* somewhere.
1413

1514
![Imported model assets](images/model/assets.png)
1615

17-
1816
## Using a model
1917
Once you have the model imported into Defold you can use it in a [Model component](/manuals/model).
2018

@@ -34,7 +32,6 @@ Defold imposes some limitations on exported animation data:
3432

3533
* Animation clips in Collada are not supported. To use multiple animations per model, export them into separate *.dae* files and gather the files into an *.animationset* file in Defold.
3634

37-
3835
### Requirements
3936
When you export a model it's good to know that we don't yet support all features.
4037
Currently known issues/not supported features from the glTF format:
@@ -63,9 +60,7 @@ You can then proceed to export the UV layout to an image that can be used as a t
6360

6461
![Export UV layout result](images/model/blender_export_uv_layout_result.png)
6562

66-
6763
### Exporting using Blender
6864
You export your model using the Export menu option. Select the model before you select the Export menu option and check "Selection Only" to only export the model.
6965

7066
![Exporting using Blender](images/model/blender_export.png)
71-

docs/en/manuals/mesh.md

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -86,7 +86,6 @@ resource.set_buffer(res, buf)
8686

8787
Refer to the [forum announcement post for more information](https://forum.defold.com/t/mesh-component-in-defold-1-2-169-beta/65137) on how to use the Mesh component, including sample projects and code snippets.
8888

89-
9089
## Frustum culling
9190

9291
Mesh components are not automatically culled due to their dynamic nature and the fact that it is not possible to know for sure how the positional data is encoded. In order to cull a mesh the axis-aligned bounding box of the mesh needs to be set as meta data on the buffer using 6 floats (AABB min/max):
@@ -95,7 +94,6 @@ Mesh components are not automatically culled due to their dynamic nature and the
9594
buffer.set_metadata(buf, hash("AABB"), { 0, 0, 0, 1, 1, 1 }, buffer.VALUE_TYPE_FLOAT32)
9695
```
9796

98-
9997
## Material constants
10098

10199
{% include shared/material-constants.md component='mesh' variable='tint' %}

docs/en/manuals/optimization-battery.md

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -11,7 +11,6 @@ Refer to the manuals on how to [optimize runtime performance](/manuals/optimizat
1111
## Disable accelerometer
1212
If you are creating a mobile game which doesn't make use of the device accelerometer it is recommended to [disable it in *game.project*](/manuals/project-settings/#use-accelerometer) to reduce the number of generated input events.
1313

14-
1514
# Platform specific optimizations
1615

1716
## Android Device Performance Framework

docs/en/manuals/optimization-size.md

Lines changed: 0 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -21,7 +21,6 @@ Facebook has a recommendation that a Facebook Instant Game should start in less
2121

2222
Playable ads are usually limited to between 2 and 5 MB depending on the ad network.
2323

24-
2524
## Size optimization strategies
2625
You can optimize the application size in two ways; by reducing the size of the engine and/or by reducing the size of the game assets.
2726

@@ -31,7 +30,6 @@ To get a better understanding of what makes up the size of your application you
3130
Defold will create a dependency tree when building and bundling your application. The build system will start from the bootstrap collection specified in the *game.project* file and inspect every referenced collection, game object and component to build a list of the assets that are in use. It is only these assets that will get included in the final application bundle. Anything not directly referenced will get excluded. While it is good to know that unused assets will not be included you as a developer still needs to consider what goes into the final application and the size of the individual assets and the total size of the application bundle.
3231
:::
3332

34-
3533
## Optimize engine size
3634
A quick way to reduce the engine size is to remove functionality in the engine that you do not use. This is done [application manifest file](https://defold.com/manuals/app-manifest/) where it is possible to remove engine components that you do not need. Examples:
3735

@@ -40,7 +38,6 @@ A quick way to reduce the engine size is to remove functionality in the engine t
4038
* Image loaded - If your game does not manually load and decode images using `image.load()`
4139
* BasisU - If your game has few textures, compare the build size without BasisU (removed via app manifest) and without texture compression versus a build with BasisU and compressed textures. For games with limited textures, it might be more beneficial to reduce the binary size and skip texture compression. Additionally, not using the transcoder can lower the amount of memory required to run your game.
4240

43-
4441
## Optimize asset size
4542
The biggest wins in terms of asset size optimizations are usually gained by reducing the size of sounds and textures.
4643

@@ -88,14 +85,11 @@ You can read more about how to optimize and manage textures in [this forum post]
8885
### Optimize fonts
8986
The size of your fonts will be smaller if you specify what symbols you are going to use and set this in [Characters](/manuals/font/#properties) instead of using the All Chars checkbox.
9087

91-
9288
### Exclude content for download on demand
9389
Another way of reducing initial application size is to exclude parts of the game content from the application bundle and download it on demand. Defold provides a system called Live Update for excluding content for download on demand.
9490

9591
Excluded content can be anything from entire levels to unlockable characters, skins, weapons or vehicles. If your game has a lot of content, organize the loading process so that the bootstrap collection and the first level collection include the bare minimum resources required for that level. You achieve this by using collection proxies or factories with the "Exclude" checkbox enabled. Split resources according to the player's progress. This approach ensures efficient resource loading and keeps initial memory usage low. Learn more in the [Live Update manual](/manuals/live-update/).
9692

97-
98-
9993
## Android specific size optimizations
10094
Android builds must support both 32-bit and 64-bit CPU architectures. When you [bundle for Android](/manuals/android) you can specify which CPU architectures to include:
10195

0 commit comments

Comments
 (0)