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path: root/src/voxel.cpp
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "voxel.h"
#include "map.h"
#include "gettime.h"
#include "nodedef.h"
#include "util/timetaker.h"
#include <string.h>  // memcpy, memset

/*
	Debug stuff
*/
u64 addarea_time = 0;
u64 emerge_time = 0;
u64 emerge_load_time = 0;
u64 clearflag_time = 0;


VoxelManipulator::VoxelManipulator()
{
}

VoxelManipulator::~VoxelManipulator()
{
	clear();
}

void VoxelManipulator::clear()
{
	// Reset area to volume=0
	m_area = VoxelArea();
	delete[] m_data;
	m_data = nullptr;
	delete[] m_flags;
	m_flags = nullptr;
}

void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
		VoxelPrintMode mode)
{
	const v3s16 &em = m_area.getExtent();
	v3s16 of = m_area.MinEdge;
	o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
	 <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;

	for(s32 y=m_area.MaxEdge.Y; y>=m_area.MinEdge.Y; y--)
	{
		if(em.X >= 3 && em.Y >= 3)
		{
			if     (y==m_area.MinEdge.Y+2) o<<"^     ";
			else if(y==m_area.MinEdge.Y+1) o<<"|     ";
			else if(y==m_area.MinEdge.Y+0) o<<"y x-> ";
			else                           o<<"      ";
		}

		for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
		{
			for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
			{
				u8 f = m_flags[m_area.index(x,y,z)];
				char c;
				if(f & VOXELFLAG_NO_DATA)
					c = 'N';
				else
				{
					c = 'X';
					MapNode n = m_data[m_area.index(x,y,z)];
					content_t m = n.getContent();
					u8 pr = n.param2;
					if(mode == VOXELPRINT_MATERIAL)
					{
						if(m <= 9)
							c = m + '0';
					}
					else if(mode == VOXELPRINT_WATERPRESSURE)
					{
						if(ndef->get(m).isLiquid())
						{
							c = 'w';
							if(pr <= 9)
								c = pr + '0';
						}
						else if(m == CONTENT_AIR)
						{
							c = ' ';
						}
						else
						{
							c = '#';
						}
					}
					else if(mode == VOXELPRINT_LIGHT_DAY)
					{
						if(ndef->get(m).light_source != 0)
							c = 'S';
						else if(ndef->get(m).light_propagates == false)
							c = 'X';
						else
						{
							u8 light = n.getLight(LIGHTBANK_DAY, ndef);
							if(light < 10)
								c = '0' + light;
							else
								c = 'a' + (light-10);
						}
					}
				}
				o<<c;
			}
			o<<' ';
		}
		o<<std::endl;
	}
}

void VoxelManipulator::addArea(const VoxelArea &area)
{
	// Cancel if requested area has zero volume
	if (area.hasEmptyExtent())
		return;

	// Cancel if m_area already contains the requested area
	if(m_area.contains(area))
		return;

	TimeTaker timer("addArea", &addarea_time);

	// Calculate new area
	VoxelArea new_area;
	// New area is the requested area if m_area has zero volume
	if(m_area.hasEmptyExtent())
	{
		new_area = area;
	}
	// Else add requested area to m_area
	else
	{
		new_area = m_area;
		new_area.addArea(area);
	}

	s32 new_size = new_area.getVolume();

	/*dstream<<"adding area ";
	area.print(dstream);
	dstream<<", old area ";
	m_area.print(dstream);
	dstream<<", new area ";
	new_area.print(dstream);
	dstream<<", new_size="<<new_size;
	dstream<<std::endl;*/

	// Allocate new data and clear flags
	MapNode *new_data = new MapNode[new_size];
	assert(new_data);
	u8 *new_flags = new u8[new_size];
	assert(new_flags);
	memset(new_flags, VOXELFLAG_NO_DATA, new_size);

	// Copy old data
	s32 old_x_width = m_area.MaxEdge.X - m_area.MinEdge.X + 1;
	for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
	for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
	{
		unsigned int old_index = m_area.index(m_area.MinEdge.X,y,z);
		unsigned int new_index = new_area.index(m_area.MinEdge.X,y,z);

		memcpy(&new_data[new_index], &m_data[old_index],
				old_x_width * sizeof(MapNode));
		memcpy(&new_flags[new_index], &m_flags[old_index],
				old_x_width * sizeof(u8));
	}

	// Replace area, data and flags

	m_area = new_area;

	MapNode *old_data = m_data;
	u8 *old_flags = m_flags;

	/*dstream<<"old_data="<<(int)old_data<<", new_data="<<(int)new_data
	<<", old_flags="<<(int)m_flags<<", new_flags="<<(int)new_flags<<std::endl;*/

	m_data = new_data;
	m_flags = new_flags;

	delete[] old_data;
	delete[] old_flags;

	//dstream<<"addArea done"<<std::endl;
}

void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
		v3s16 from_pos, v3s16 to_pos, const v3s16 &size)
{
	/* The reason for this optimised code is that we're a member function
	 * and the data type/layout of m_data is know to us: it's stored as
	 * [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
	 * (which performs the preceding mapping/indexing of m_data) out of the
	 * inner loop and calculate the next index as we're iterating to gain
	 * performance.
	 *
	 * src_step and dest_step is the amount required to be added to our index
	 * every time y increments. Because the destination area may be larger
	 * than the source area we need one additional variable (otherwise we could
	 * just continue adding dest_step as is done for the source data): dest_mod.
	 * dest_mod is the difference in size between a "row" in the source data
	 * and a "row" in the destination data (I am using the term row loosely
	 * and for illustrative purposes). E.g.
	 *
	 * src       <-------------------->|'''''' dest mod ''''''''
	 * dest      <--------------------------------------------->
	 *
	 * dest_mod (it's essentially a modulus) is added to the destination index
	 * after every full iteration of the y span.
	 *
	 * This method falls under the category "linear array and incrementing
	 * index".
	 */

	s32 src_step = src_area.getExtent().X;
	s32 dest_step = m_area.getExtent().X;
	s32 dest_mod = m_area.index(to_pos.X, to_pos.Y, to_pos.Z + 1)
			- m_area.index(to_pos.X, to_pos.Y, to_pos.Z)
			- dest_step * size.Y;

	s32 i_src = src_area.index(from_pos.X, from_pos.Y, from_pos.Z);
	s32 i_local = m_area.index(to_pos.X, to_pos.Y, to_pos.Z);

	for (s16 z = 0; z < size.Z; z++) {
		for (s16 y = 0; y < size.Y; y++) {
			memcpy(&m_data[i_local], &src[i_src], size.X * sizeof(*m_data));
			memset(&m_flags[i_local], 0, size.X);
			i_src += src_step;
			i_local += dest_step;
		}
		i_local += dest_mod;
	}
}

void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
		v3s16 dst_pos, v3s16 from_pos, const v3s16 &size)
{
	for(s16 z=0; z<size.Z; z++)
	for(s16 y=0; y<size.Y; y++)
	{
		s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
		s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
		for (s16 x = 0; x < size.X; x++) {
			if (m_data[i_local].getContent() != CONTENT_IGNORE)
				dst[i_dst] = m_data[i_local];
			i_dst++;
			i_local++;
		}
	}
}

/*
	Algorithms
	-----------------------------------------------------
*/

void VoxelManipulator::clearFlag(u8 flags)
{
	// 0-1ms on moderate area
	TimeTaker timer("clearFlag", &clearflag_time);

	//v3s16 s = m_area.getExtent();

	/*dstream<<"clearFlag clearing area of size "
			<<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
			<<std::endl;*/

	//s32 count = 0;

	/*for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
	for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
	for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
	{
		u8 f = m_flags[m_area.index(x,y,z)];
		m_flags[m_area.index(x,y,z)] &= ~flags;
		if(m_flags[m_area.index(x,y,z)] != f)
			count++;
	}*/

	s32 volume = m_area.getVolume();
	for(s32 i=0; i<volume; i++)
	{
		m_flags[i] &= ~flags;
	}

	/*s32 volume = m_area.getVolume();
	for(s32 i=0; i<volume; i++)
	{
		u8 f = m_flags[i];
		m_flags[i] &= ~flags;
		if(m_flags[i] != f)
			count++;
	}

	dstream<<"clearFlag changed "<<count<<" flags out of "
			<<volume<<" nodes"<<std::endl;*/
}

void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
		std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
	v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
	addArea(voxel_area);

	// Loop through 6 neighbors
	for(u16 i=0; i<6; i++)
	{
		// Get the position of the neighbor node
		v3s16 n2pos = p + dirs[i];

		u32 n2i = m_area.index(n2pos);

		if(m_flags[n2i] & VOXELFLAG_NO_DATA)
			continue;

		MapNode &n2 = m_data[n2i];

		/*
			If the neighbor is dimmer than what was specified
			as oldlight (the light of the previous node)
		*/
		u8 light2 = n2.getLight(bank, nodemgr);
		if(light2 < oldlight)
		{
			/*
				And the neighbor is transparent and it has some light
			*/
			if(nodemgr->get(n2).light_propagates && light2 != 0)
			{
				/*
					Set light to 0 and add to queue
				*/

				n2.setLight(bank, 0, nodemgr);

				unspreadLight(bank, n2pos, light2, light_sources, nodemgr);

				/*
					Remove from light_sources if it is there
					NOTE: This doesn't happen nearly at all
				*/
				/*if(light_sources.find(n2pos))
				{
					std::cout<<"Removed from light_sources"<<std::endl;
					light_sources.remove(n2pos);
				}*/
			}
		}
		else{
			light_sources.insert(n2pos);
		}
	}
}

void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
		INodeDefManager *nodemgr)
{
	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
	addArea(voxel_area);

	u32 i = m_area.index(p);

	if(m_flags[i] & VOXELFLAG_NO_DATA)
		return;

	MapNode &n = m_data[i];

	u8 oldlight = n.getLight(bank, nodemgr);
	u8 newlight = diminish_light(oldlight);

	// Loop through 6 neighbors
	for(u16 i=0; i<6; i++)
	{
		// Get the position of the neighbor node
		v3s16 n2pos = p + dirs[i];

		u32 n2i = m_area.index(n2pos);

		if(m_flags[n2i] & VOXELFLAG_NO_DATA)
			continue;

		MapNode &n2 = m_data[n2i];

		u8 light2 = n2.getLight(bank, nodemgr);

		/*
			If the neighbor is brighter than the current node,
			add to list (it will light up this node on its turn)
		*/
		if(light2 > undiminish_light(oldlight))
		{
			spreadLight(bank, n2pos, nodemgr);
		}
		/*
			If the neighbor is dimmer than how much light this node
			would spread on it, add to list
		*/
		if(light2 < newlight)
		{
			if(nodemgr->get(n2).light_propagates)
			{
				n2.setLight(bank, newlight, nodemgr);
				spreadLight(bank, n2pos, nodemgr);
			}
		}
	}
}


const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);

/*
	Lights neighbors of from_nodes, collects all them and then
	goes on recursively.
*/
void VoxelManipulator::spreadLight(enum LightBank bank,
		std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
{
	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	if(from_nodes.empty())
		return;

	std::set<v3s16> lighted_nodes;

	for(std::set<v3s16>::iterator j = from_nodes.begin();
		j != from_nodes.end(); ++j)
	{
		v3s16 pos = *j;

		VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
		addArea(voxel_area);

		u32 i = m_area.index(pos);

		if(m_flags[i] & VOXELFLAG_NO_DATA)
			continue;

		MapNode &n = m_data[i];

		u8 oldlight = n.getLight(bank, nodemgr);
		u8 newlight = diminish_light(oldlight);

		// Loop through 6 neighbors
		for(u16 i=0; i<6; i++)
		{
			// Get the position of the neighbor node
			v3s16 n2pos = pos + dirs[i];

			try
			{
				u32 n2i = m_area.index(n2pos);

				if(m_flags[n2i] & VOXELFLAG_NO_DATA)
					continue;

				MapNode &n2 = m_data[n2i];

				u8 light2 = n2.getLight(bank, nodemgr);

				/*
					If the neighbor is brighter than the current node,
					add to list (it will light up this node on its turn)
				*/
				if(light2 > undiminish_light(oldlight))
				{
					lighted_nodes.insert(n2pos);
				}
				/*
					If the neighbor is dimmer than how much light this node
					would spread on it, add to list
				*/
				if(light2 < newlight)
				{
					if(nodemgr->get(n2).light_propagates)
					{
						n2.setLight(bank, newlight, nodemgr);
						lighted_nodes.insert(n2pos);
					}
				}
			}
			catch(InvalidPositionException &e)
			{
				continue;
			}
		}
	}

	/*dstream<<"spreadLight(): Changed block "
			<<blockchangecount<<" times"
			<<" for "<<from_nodes.size()<<" nodes"
			<<std::endl;*/

	if(!lighted_nodes.empty())
		spreadLight(bank, lighted_nodes, nodemgr);
}

//END
a">msgid "Reset singleplayer world" msgstr "Tek kişilik oyunu sıfırlayın" #: builtin/mainmenu/tab_settings.lua:240 msgid "GUI scale factor" msgstr "Menü boyutları" #: builtin/mainmenu/tab_settings.lua:244 msgid "Scaling factor applied to menu elements: " msgstr "Ölçeklendirme menülere işlendi:" #: builtin/mainmenu/tab_settings.lua:250 msgid "Touch free target" msgstr "Touch free target" #: builtin/mainmenu/tab_settings.lua:256 msgid "Touchthreshold (px)" msgstr "Touchthreshold (px)" #: builtin/mainmenu/tab_settings.lua:263 builtin/mainmenu/tab_settings.lua:277 msgid "Bumpmapping" msgstr "Engebeler" #: builtin/mainmenu/tab_settings.lua:265 builtin/mainmenu/tab_settings.lua:278 msgid "Generate Normalmaps" msgstr "Normal haritalar oluştur" #: builtin/mainmenu/tab_settings.lua:267 builtin/mainmenu/tab_settings.lua:279 msgid "Parallax Occlusion" msgstr "Parallax Occlusion" #: builtin/mainmenu/tab_settings.lua:269 builtin/mainmenu/tab_settings.lua:280 msgid "Waving Water" msgstr "Dalgalanan Su" #: builtin/mainmenu/tab_settings.lua:271 builtin/mainmenu/tab_settings.lua:281 msgid "Waving Leaves" msgstr "Dalgalanan Yapraklar" #: builtin/mainmenu/tab_settings.lua:273 builtin/mainmenu/tab_settings.lua:282 msgid "Waving Plants" msgstr "Dalgalanan Bitkiler" #: builtin/mainmenu/tab_settings.lua:308 msgid "To enable shaders the OpenGL driver needs to be used." msgstr "OpenGL sürücüleri seçilmeden Shader etkinleştirilemez." #: builtin/mainmenu/tab_settings.lua:430 msgid "Settings" msgstr "Ayarlar" #: builtin/mainmenu/tab_simple_main.lua:82 msgid "Start Singleplayer" msgstr "Tek kişilik oyunu başlat" #: builtin/mainmenu/tab_simple_main.lua:83 msgid "Config mods" msgstr "Eklentileri ayarla" #: builtin/mainmenu/tab_simple_main.lua:201 msgid "Main" msgstr "Ana" #: builtin/mainmenu/tab_singleplayer.lua:99 src/keycode.cpp:248 msgid "Play" msgstr "Oyna" #: builtin/mainmenu/tab_singleplayer.lua:246 msgid "Singleplayer" msgstr "Tek Kişilik" #: builtin/mainmenu/tab_texturepacks.lua:49 msgid "Select texture pack:" msgstr "Doku paketi seç :" #: builtin/mainmenu/tab_texturepacks.lua:69 msgid "No information available" msgstr "Bilgi yok" #: builtin/mainmenu/tab_texturepacks.lua:114 msgid "Texturepacks" msgstr "Doku paketi" #: src/client.cpp:1721 msgid "Loading textures..." msgstr "Dokular yükleniyor..." #: src/client.cpp:1736 msgid "Rebuilding shaders..." msgstr "Shader inşa ediliyor..." #: src/client.cpp:1743 msgid "Initializing nodes..." msgstr "Nesneler yükleniyor..." #: src/client.cpp:1760 #, fuzzy msgid "Initializing nodes" msgstr "Nesneler yükleniyor..." #: src/client.cpp:1768 msgid "Item textures..." msgstr "Nesne dokuları ..." #: src/client.cpp:1793 msgid "Done!" msgstr "Tamam!" #: src/client/clientlauncher.cpp:185 msgid "Main Menu" msgstr "Ana menu" #: src/client/clientlauncher.cpp:223 msgid "Player name too long." msgstr "Kullanıcı adı çok uzun." #: src/client/clientlauncher.cpp:261 msgid "Connection error (timed out?)" msgstr "Bağlantı hatası ( Zaman aşımı ? )" #: src/client/clientlauncher.cpp:425 msgid "No world selected and no address provided. Nothing to do." msgstr "Dünya veya adres seçilmedi." #: src/client/clientlauncher.cpp:432 msgid "Provided world path doesn't exist: " msgstr "Belirtilen dünya konumu yok:" #: src/client/clientlauncher.cpp:441 msgid "Could not find or load game \"" msgstr "Oyun yüklenemiyor \"" #: src/client/clientlauncher.cpp:459 msgid "Invalid gamespec." msgstr "Geçersiz oyun özellikleri." #: src/fontengine.cpp:70 src/fontengine.cpp:226 msgid "needs_fallback_font" msgstr "needs_fallback_font" #: src/game.cpp:1052 src/guiFormSpecMenu.cpp:2065 msgid "Proceed" msgstr "Uygula" #: src/game.cpp:1072 msgid "You died." msgstr "Geberdin." #: src/game.cpp:1073 msgid "Respawn" msgstr "Yeniden Canlan" #: src/game.cpp:1092 msgid "" "Default Controls:\n" "No menu visible:\n" "- single tap: button activate\n" "- double tap: place/use\n" "- slide finger: look around\n" "Menu/Inventory visible:\n" "- double tap (outside):\n" " -->close\n" "- touch stack, touch slot:\n" " --> move stack\n" "- touch&drag, tap 2nd finger\n" " --> place single item to slot\n" msgstr "" "Varsayılan Kontroller:\n" "Tüm menüler gizli:\n" "- Tek tık: tuş etkin\n" "- Çift tık: yerleştir/kullan\n" "- Parmağı kaydır: etrafa bak\n" "Menu/Encanter görünür:\n" "- çift tık (dışarda):\n" " -->kapat\n" "- touch stack, touch slot:\n" " --> move stack\n" "- tut&bırak, iki parmağı kullan\n" " --> slotuna bir item bırak\n" #: src/game.cpp:1106 msgid "" "Default Controls:\n" "- WASD: move\n" "- Space: jump/climb\n" "- Shift: sneak/go down\n" "- Q: drop item\n" "- I: inventory\n" "- Mouse: turn/look\n" "- Mouse left: dig/punch\n" "- Mouse right: place/use\n" "- Mouse wheel: select item\n" "- T: chat\n" msgstr "" "Varsayılanlar Kontroller:\n" "- WASD: Hareket et\n" "- Boşluk: Zıpla/Tırman\n" "- Shift: Sessiz yürü/Aşağı in\n" "- Q: Elindekini bırak\n" "- I: Envanter\n" "- Fare: Dön/Bak\n" "- Sol fare: Kaz/Vur\n" "- Sağ fare: Yerleştir/Kullan\n" "- Fare tekerleği: Araç seç\n" "- T: Sohbet\n" #: src/game.cpp:1125 msgid "Continue" msgstr "Devam et" #: src/game.cpp:1129 msgid "Change Password" msgstr "Şifre değiştir" #: src/game.cpp:1134 msgid "Sound Volume" msgstr "Ses yüksekliği :" #: src/game.cpp:1136 msgid "Change Keys" msgstr "Tuşları değiştir" #: src/game.cpp:1139 msgid "Exit to Menu" msgstr "Menüye dön" #: src/game.cpp:1141 msgid "Exit to OS" msgstr "Oyundan Çık" #: src/game.cpp:1841 msgid "Shutting down..." msgstr "Kapatılıyor..." #: src/game.cpp:1948 msgid "Creating server..." msgstr "Sunucu oluşturuluyor..." #: src/game.cpp:1984 msgid "Creating client..." msgstr "İstemci oluşturuluyor..." #: src/game.cpp:2159 msgid "Resolving address..." msgstr "Adres çözümleniyor..." #: src/game.cpp:2261 msgid "Connecting to server..." msgstr "Sunucuya bağlanılıyor..." #: src/game.cpp:2317 msgid "Item definitions..." msgstr "Nesne tanımlamaları..." #: src/game.cpp:2322 msgid "Node definitions..." msgstr "Blok tanımlamaları..." #: src/game.cpp:2329 msgid "Media..." msgstr "Media..." #: src/game.cpp:2334 msgid "KiB/s" msgstr "" #: src/game.cpp:2338 msgid "MiB/s" msgstr "" #: src/game.cpp:4363 msgid "" "\n" "Check debug.txt for details." msgstr "" "\n" "Hata ayrıntıları için debug.txt dosyasını inceleyin." #: src/guiFormSpecMenu.cpp:2855 msgid "Enter " msgstr "Entrer " #: src/guiFormSpecMenu.cpp:2875 msgid "ok" msgstr "tamam" #: src/guiKeyChangeMenu.cpp:125 msgid "Keybindings. (If this menu screws up, remove stuff from minetest.conf)" msgstr "Tuş ayaları. ( Olağandışı durumlarda minetest.conf 'u düzenleyin )" #: src/guiKeyChangeMenu.cpp:165 msgid "\"Use\" = climb down" msgstr "\"Kullan Tuşu\" = Aşağı in" #: src/guiKeyChangeMenu.cpp:180 msgid "Double tap \"jump\" to toggle fly" msgstr "Çift zıplayarak uçma modunu aç/kapa" #: src/guiKeyChangeMenu.cpp:295 msgid "Key already in use" msgstr "Tuş zaten kullanımda" #: src/guiKeyChangeMenu.cpp:373 msgid "press key" msgstr "tuşa bas" #: src/guiKeyChangeMenu.cpp:399 msgid "Forward" msgstr "İleri" #: src/guiKeyChangeMenu.cpp:400 msgid "Backward" msgstr "Geri" #: src/guiKeyChangeMenu.cpp:401 src/keycode.cpp:228 msgid "Left" msgstr "Sol" #: src/guiKeyChangeMenu.cpp:402 src/keycode.cpp:228 msgid "Right" msgstr "Sağ" #: src/guiKeyChangeMenu.cpp:403 msgid "Use" msgstr "Kullan" #: src/guiKeyChangeMenu.cpp:404 msgid "Jump" msgstr "Zıpla" #: src/guiKeyChangeMenu.cpp:405 msgid "Sneak" msgstr "Sessiz Yürü" #: src/guiKeyChangeMenu.cpp:406 msgid "Drop" msgstr "Bırak" #: src/guiKeyChangeMenu.cpp:407 msgid "Inventory" msgstr "Envanter" #: src/guiKeyChangeMenu.cpp:408 msgid "Chat" msgstr "Konuşma" #: src/guiKeyChangeMenu.cpp:409 msgid "Command" msgstr "Komut" #: src/guiKeyChangeMenu.cpp:410 msgid "Console" msgstr "Konsol" #: src/guiKeyChangeMenu.cpp:411 msgid "Toggle fly" msgstr "Uçuş modu aç/kapa" #: src/guiKeyChangeMenu.cpp:412 msgid "Toggle fast" msgstr "Hız modu aç/kapa" #: src/guiKeyChangeMenu.cpp:413 #, fuzzy msgid "Toggle Cinematic" msgstr "Hız modu aç/kapa" #: src/guiKeyChangeMenu.cpp:414 msgid "Toggle noclip" msgstr "Noclip aç/kapa" #: src/guiKeyChangeMenu.cpp:415 msgid "Range select" msgstr "Uzaklık seçimi" #: src/guiKeyChangeMenu.cpp:416 msgid "Print stacks" msgstr "Yazdırma yığınları" #: src/guiPasswordChange.cpp:108 msgid "Old Password" msgstr "Eski şifre" #: src/guiPasswordChange.cpp:124 msgid "New Password" msgstr "Yeni şifre" #: src/guiPasswordChange.cpp:139 msgid "Confirm Password" msgstr "Şifreyi doğrulayın" #: src/guiPasswordChange.cpp:155 msgid "Change" msgstr "Değiştir" #: src/guiPasswordChange.cpp:164 msgid "Passwords do not match!" msgstr "Şifreler uyuşmuyor !" #: src/guiVolumeChange.cpp:105 msgid "Sound Volume: " msgstr "Ses yüksekliği :" #: src/guiVolumeChange.cpp:119 msgid "Exit" msgstr "Çıkış" #: src/keycode.cpp:223 msgid "Left Button" msgstr "Sol tuşu" #: src/keycode.cpp:223 msgid "Middle Button" msgstr "Orta Tuş" #: src/keycode.cpp:223 msgid "Right Button" msgstr "Sağ tuş" #: src/keycode.cpp:223 msgid "X Button 1" msgstr "X Button 1" #: src/keycode.cpp:224 msgid "Back" msgstr "Geri" #: src/keycode.cpp:224 msgid "Clear" msgstr "Temizle" #: src/keycode.cpp:224 msgid "Return" msgstr "Return" #: src/keycode.cpp:224 msgid "Tab" msgstr "Tab" #: src/keycode.cpp:224 msgid "X Button 2" msgstr "X Button 2" #: src/keycode.cpp:225 msgid "Capital" msgstr "Büyük" #: src/keycode.cpp:225 msgid "Control" msgstr "Kontroller" #: src/keycode.cpp:225 msgid "Kana" msgstr "Kana" #: src/keycode.cpp:225 msgid "Menu" msgstr "Menü" #: src/keycode.cpp:225 msgid "Pause" msgstr "Beklet" #: src/keycode.cpp:225 msgid "Shift" msgstr "Shift" #: src/keycode.cpp:226 msgid "Convert" msgstr "Dönüştür" #: src/keycode.cpp:226 msgid "Escape" msgstr "Çıkış" #: src/keycode.cpp:226 msgid "Final" msgstr "Bitiş" #: src/keycode.cpp:226 msgid "Junja" msgstr "Junja" #: src/keycode.cpp:226 msgid "Kanji" msgstr "Kanji" #: src/keycode.cpp:226 msgid "Nonconvert" msgstr "Dönüştürme" #: src/keycode.cpp:227 msgid "End" msgstr "Son" #: src/keycode.cpp:227 msgid "Home" msgstr "Ev" #: src/keycode.cpp:227 msgid "Mode Change" msgstr "Mod değiştir" #: src/keycode.cpp:227 msgid "Next" msgstr "İleri" #: src/keycode.cpp:227 msgid "Prior" msgstr "Öncelikli" #: src/keycode.cpp:227 msgid "Space" msgstr "Boşluk" #: src/keycode.cpp:228 msgid "Down" msgstr "Aşağı" #: src/keycode.cpp:228 msgid "Execute" msgstr "Çalıştır" #: src/keycode.cpp:228 msgid "Print" msgstr "Yazdır" #: src/keycode.cpp:228 msgid "Select" msgstr "Seç" #: src/keycode.cpp:228 msgid "Up" msgstr "Yukarı" #: src/keycode.cpp:229 msgid "Help" msgstr "Yardım" #: src/keycode.cpp:229 msgid "Insert" msgstr "Insert" #: src/keycode.cpp:229 msgid "Snapshot" msgstr "Ekran Resmi" #: src/keycode.cpp:232 msgid "Left Windows" msgstr "Sol Windows tuşu" #: src/keycode.cpp:233 msgid "Apps" msgstr "Uygulamalar" #: src/keycode.cpp:233 msgid "Numpad 0" msgstr "Numpad 0" #: src/keycode.cpp:233 msgid "Numpad 1" msgstr "Numpad 1" #: src/keycode.cpp:233 msgid "Right Windows" msgstr "Sağ Windows tuşu" #: src/keycode.cpp:233 msgid "Sleep" msgstr "Uyu" #: src/keycode.cpp:234 msgid "Numpad 2" msgstr "Numpad 2" #: src/keycode.cpp:234 msgid "Numpad 3" msgstr "Numpad 3" #: src/keycode.cpp:234 msgid "Numpad 4" msgstr "Numpad 4" #: src/keycode.cpp:234 msgid "Numpad 5" msgstr "Numpad 5" #: src/keycode.cpp:234 msgid "Numpad 6" msgstr "Numpad 6" #: src/keycode.cpp:234 msgid "Numpad 7" msgstr "Numpad 7" #: src/keycode.cpp:235 msgid "Numpad *" msgstr "Numpad *" #: src/keycode.cpp:235 msgid "Numpad +" msgstr "Numpad +" #: src/keycode.cpp:235 msgid "Numpad -" msgstr "Numpad -" #: src/keycode.cpp:235 msgid "Numpad /" msgstr "Numpad /" #: src/keycode.cpp:235 msgid "Numpad 8" msgstr "Numpad 8" #: src/keycode.cpp:235 msgid "Numpad 9" msgstr "Numpad 9" #: src/keycode.cpp:239 msgid "Num Lock" msgstr "Num Lock" #: src/keycode.cpp:239 msgid "Scroll Lock" msgstr "Scroll Lock" #: src/keycode.cpp:240 msgid "Left Shift" msgstr "Sol Shift" #: src/keycode.cpp:240 msgid "Right Shift" msgstr "Sağ Shift" #: src/keycode.cpp:241 msgid "Left Control" msgstr "Sol CTRL" #: src/keycode.cpp:241 msgid "Left Menu" msgstr "Sol Menu" #: src/keycode.cpp:241 msgid "Right Control" msgstr "Sağ CTRL" #: src/keycode.cpp:241 msgid "Right Menu" msgstr "Sağ Menu" #: src/keycode.cpp:243 msgid "Comma" msgstr "Virgul" #: src/keycode.cpp:243 msgid "Minus" msgstr "Eksi" #: src/keycode.cpp:243 msgid "Period" msgstr "Dönem" #: src/keycode.cpp:243 msgid "Plus" msgstr "Artı" #: src/keycode.cpp:247 msgid "Attn" msgstr "Dikkat" #: src/keycode.cpp:247 msgid "CrSel" msgstr "CrSel" #: src/keycode.cpp:248 msgid "Erase OEF" msgstr "l'OEF 'i sil" #: src/keycode.cpp:248 msgid "ExSel" msgstr "ExSel" #: src/keycode.cpp:248 msgid "OEM Clear" msgstr "OEM Temizle" #: src/keycode.cpp:248 msgid "PA1" msgstr "PA1" #: src/keycode.cpp:248 msgid "Zoom" msgstr "Yakınlaştır" #~ msgid "Numpad " #~ msgstr "Numpad " #~ msgid " MB/s" #~ msgstr " MB/s" #~ msgid " KB/s" #~ msgstr " KB/s" #~ msgid "Fly mode" #~ msgstr "Uçuş modu" #~ msgid "Tri-Linear Filtering" #~ msgstr "Üç yönlü süzme" #~ msgid "Bi-Linear Filtering" #~ msgstr "Çift yönlü süzme" #~ msgid "Anisotropic Filtering" #~ msgstr "Eşyönsüz süzme" #~ msgid "Mip-Mapping" #~ msgstr "Mip-Mapping" #~ msgid "please wait..." #~ msgstr "lütfen bekleyin..." #~ msgid "Downloading" #~ msgstr "İndiriliyor"