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* Translated using Weblate (Portuguese (Brazil))Cold Meson 062016-12-22
* Translated using Weblate (Portuguese (Brazil))Bruno Borges2016-12-22
* Translated using Weblate (Portuguese (Brazil))Cold Meson 062016-12-22
* Run updatepo.shest312016-12-14
* Translated using Weblate (Portuguese (Brazil))José Henrique Luckmann2016-12-14
* Run updatepo.shest312016-08-30
* Translated using Weblate (Portuguese (Brazil))Bruno Borges2016-08-30
* Run updatepo.shest312016-07-12
* Run updatepo.shest312016-05-05
* Translated using Weblate (Portuguese (Brazil))Ian Giestas Pauli2016-05-01
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-03-25
* Update po files, minetest.conf.example and settings_translation_file.cppest312016-02-27
* Translated using Weblate (Portuguese (Brazil))Bruno Borges2016-02-27
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-01-25
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-01-25
* Run util/updatepo.shest312015-11-08
* Translated using Weblate (Portuguese (Brazil))PilzAdam2015-11-08
* Run updatepo.shest312015-10-24
* Translated using Weblate (Portuguese (Brazil))Leonardo2015-10-22
* Run updatepo.shest312015-09-12
* Run updatepo.shest312015-07-17
* Revert "Update Russian translation"Kahrl2014-12-13
* Update po filesShadowNinja2014-12-12
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2014-02-16
* Run updatepo.shPilzAdam2013-11-23
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-10-08
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-10-08
* Run updatepo.shIlya Zhuravlev2013-09-08
* Run util/updatepo.shPilzAdam2013-08-25
* Fix i18n of some strings.arsdragonfly2013-07-02
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-06-01
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-05-13
* Update po filesPilzAdam2013-05-13
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-05-01
* Translation to Portuguese of Brazil for Minetesteduardojsm2013-04-22
ass="hl kwd">setDayNightRatioOverride(bool enable, u32 value); u32 getDayCount(); /*! * Gets the objects pointed by the shootline as * pointed things. * If this is a client environment, the local player * won't be returned. * @param[in] shootline_on_map the shootline for * the test in world coordinates * * @param[out] objects found objects */ virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map, std::vector<PointedThing> &objects) = 0; /*! * Returns the next node or object the shootline meets. * @param state current state of the raycast * @result output, will contain the next pointed thing */ void continueRaycast(RaycastState *state, PointedThing *result); // counter used internally when triggering ABMs u32 m_added_objects; IGameDef *getGameDef() { return m_gamedef; } protected: std::atomic<float> m_time_of_day_speed; /* * Below: values managed by m_time_lock */ // Time of day in milli-hours (0-23999), determines day and night u32 m_time_of_day; // Time of day in 0...1 float m_time_of_day_f; // Stores the skew created by the float -> u32 conversion // to be applied at next conversion, so that there is no real skew. float m_time_conversion_skew = 0.0f; // Overriding the day-night ratio is useful for custom sky visuals bool m_enable_day_night_ratio_override = false; u32 m_day_night_ratio_override = 0.0f; // Days from the server start, accounts for time shift // in game (e.g. /time or bed usage) std::atomic<u32> m_day_count; /* * Above: values managed by m_time_lock */ /* TODO: Add a callback function so these can be updated when a setting * changes. At this point in time it doesn't matter (e.g. /set * is documented to change server settings only) * * TODO: Local caching of settings is not optimal and should at some stage * be updated to use a global settings object for getting thse values * (as opposed to the this local caching). This can be addressed in * a later release. */ bool m_cache_enable_shaders; float m_cache_active_block_mgmt_interval; float m_cache_abm_interval; float m_cache_nodetimer_interval; IGameDef *m_gamedef; private: std::mutex m_time_lock; };