aboutsummaryrefslogtreecommitdiff
path: root/po/tr/minetest.po
Commit message (Collapse)AuthorAge
* Add translation of LANG_CODE in all languagesEkdohibs2017-08-24
|
* Fix updatepo.sh and run it.Ekdohibs2017-08-24
| | | | It was broken due to the presence of "µ" utf-8 characters in builtin/profiler/reporter.lua.
* Translated using Weblate (Turkish)monolifed2017-06-03
| | | | Currently translated at 100.0% (1024 of 1024 strings)
* Run updatepo.shLoic Blot2017-05-21
|
* Translated using Weblate (Turkish)monolifed2017-05-21
| | | | Currently translated at 100.0% (918 of 918 strings)
* Translated using Weblate (Turkish)monolifed2017-05-04
| | | | Currently translated at 93.6% (860 of 918 strings)
* Footsteps without view bobbing (#5645)Louis Pearson2017-04-25
| | | | | | | | | | | | * Remove redundant view_bobbing setting Also fixes bug where disabling view_bobbing disables footstep sounds. * Removes redundant view_bobbing setting Setting view_bobbing amount to 0 is now the only way to turn view_bobbing on and off. Also fixed a bug where footstep sounds would not play when view_bobbing was disabled.
* Translated using Weblate (Turkish)monolifed2017-04-06
| | | | Currently translated at 87.0% (799 of 918 strings)
* Run updatepo.shest312016-12-14
|
* Run updatepo.shest312016-08-30
|
* Run updatepo.shest312016-07-12
|
* Run updatepo.shest312016-05-05
|
* Update po files, minetest.conf.example and settings_translation_file.cppest312016-02-27
|
* Run util/updatepo.shest312015-11-08
|
* Translated using Weblate (Turkish)PilzAdam2015-11-08
| | | | Currently translated at 33.0% (249 of 753 strings)
* Translated using Weblate (Turkish)Mahmut Elmas2015-11-08
| | | | Currently translated at 33.0% (249 of 753 strings)
* Run updatepo.shest312015-10-24
|
* Run updatepo.shest312015-09-12
| | | | | | After this, it should hopefully not record line numbers anymore, so the diffs of updatepo.sh runs are smaller. Well, this is theory, lets see how it will turn out to be in practice.
* Run updatepo.shest312015-07-17
|
* Translated using Weblate (Turkish)Michal Čihař2015-07-17
| | | | Currently translated at 100.0% (269 of 269 strings)
* Update Turkish LanguageMahmut Elmas2015-05-05
| | | | | Added some new translations Fixed some overlenght lines
* Add Turkish languagemahmutelmas062015-02-27
span class="hl kwb">static int l_bulk_set_node(lua_State *L); static int l_add_node(lua_State *L); // remove_node(pos) // pos = {x=num, y=num, z=num} static int l_remove_node(lua_State *L); // swap_node(pos, node) // pos = {x=num, y=num, z=num} static int l_swap_node(lua_State *L); // get_node(pos) // pos = {x=num, y=num, z=num} static int l_get_node(lua_State *L); // get_node_or_nil(pos) // pos = {x=num, y=num, z=num} static int l_get_node_or_nil(lua_State *L); // get_node_light(pos, timeofday) // pos = {x=num, y=num, z=num} // timeofday: nil = current time, 0 = night, 0.5 = day static int l_get_node_light(lua_State *L); // place_node(pos, node) // pos = {x=num, y=num, z=num} static int l_place_node(lua_State *L); // dig_node(pos) // pos = {x=num, y=num, z=num} static int l_dig_node(lua_State *L); // punch_node(pos) // pos = {x=num, y=num, z=num} static int l_punch_node(lua_State *L); // get_node_max_level(pos) // pos = {x=num, y=num, z=num} static int l_get_node_max_level(lua_State *L); // get_node_level(pos) // pos = {x=num, y=num, z=num} static int l_get_node_level(lua_State *L); // set_node_level(pos) // pos = {x=num, y=num, z=num} static int l_set_node_level(lua_State *L); // add_node_level(pos) // pos = {x=num, y=num, z=num} static int l_add_node_level(lua_State *L); // find_nodes_with_meta(pos1, pos2) static int l_find_nodes_with_meta(lua_State *L); // get_meta(pos) static int l_get_meta(lua_State *L); // get_node_timer(pos) static int l_get_node_timer(lua_State *L); // add_entity(pos, entityname) -> ObjectRef or nil // pos = {x=num, y=num, z=num} static int l_add_entity(lua_State *L); // add_item(pos, itemstack or itemstring or table) -> ObjectRef or nil // pos = {x=num, y=num, z=num} static int l_add_item(lua_State *L); // get_player_by_name(name) static int l_get_player_by_name(lua_State *L); // get_objects_inside_radius(pos, radius) static int l_get_objects_inside_radius(lua_State *L); // set_timeofday(val) // val = 0...1 static int l_set_timeofday(lua_State *L); // get_timeofday() -> 0...1 static int l_get_timeofday(lua_State *L); // get_gametime() static int l_get_gametime(lua_State *L); // get_day_count() -> int static int l_get_day_count(lua_State *L); // find_node_near(pos, radius, nodenames, search_center) -> pos or nil // nodenames: eg. {"ignore", "group:tree"} or "default:dirt" static int l_find_node_near(lua_State *L); // find_nodes_in_area(minp, maxp, nodenames) -> list of positions // nodenames: eg. {"ignore", "group:tree"} or "default:dirt" static int l_find_nodes_in_area(lua_State *L); // find_surface_nodes_in_area(minp, maxp, nodenames) -> list of positions // nodenames: eg. {"ignore", "group:tree"} or "default:dirt" static int l_find_nodes_in_area_under_air(lua_State *L); // fix_light(p1, p2) -> true/false static int l_fix_light(lua_State *L); // emerge_area(p1, p2) static int l_emerge_area(lua_State *L); // delete_area(p1, p2) -> true/false static int l_delete_area(lua_State *L); // get_perlin(seeddiff, octaves, persistence, scale) // returns world-specific PerlinNoise static int l_get_perlin(lua_State *L); // get_perlin_map(noiseparams, size) // returns world-specific PerlinNoiseMap static int l_get_perlin_map(lua_State *L); // get_voxel_manip() // returns world-specific voxel manipulator static int l_get_voxel_manip(lua_State *L); // clear_objects() // clear all objects in the environment static int l_clear_objects(lua_State *L); // spawn_tree(pos, treedef) static int l_spawn_tree(lua_State *L); // line_of_sight(pos1, pos2) -> true/false static int l_line_of_sight(lua_State *L); // raycast(pos1, pos2, objects, liquids) -> Raycast static int l_raycast(lua_State *L); // find_path(pos1, pos2, searchdistance, // max_jump, max_drop, algorithm) -> table containing path static int l_find_path(lua_State *L); // transforming_liquid_add(pos) static int l_transforming_liquid_add(lua_State *L); // forceload_block(blockpos) // forceloads a block static int l_forceload_block(lua_State *L); // forceload_free_block(blockpos) // stops forceloading a position static int l_forceload_free_block(lua_State *L); public: static void Initialize(lua_State *L, int top); static void InitializeClient(lua_State *L, int top); static struct EnumString es_ClearObjectsMode[]; }; class LuaABM : public ActiveBlockModifier { private: int m_id; std::vector<std::string> m_trigger_contents; std::vector<std::string> m_required_neighbors; float m_trigger_interval; u32 m_trigger_chance; bool m_simple_catch_up; public: LuaABM(lua_State *L, int id, const std::vector<std::string> &trigger_contents, const std::vector<std::string> &required_neighbors, float trigger_interval, u32 trigger_chance, bool simple_catch_up): m_id(id), m_trigger_contents(trigger_contents), m_required_neighbors(required_neighbors), m_trigger_interval(trigger_interval), m_trigger_chance(trigger_chance), m_simple_catch_up(simple_catch_up) { } virtual const std::vector<std::string> &getTriggerContents() const { return m_trigger_contents; } virtual const std::vector<std::string> &getRequiredNeighbors() const { return m_required_neighbors; } virtual float getTriggerInterval() { return m_trigger_interval; } virtual u32 getTriggerChance() { return m_trigger_chance; } virtual bool getSimpleCatchUp() { return m_simple_catch_up; } virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider); }; class LuaLBM : public LoadingBlockModifierDef { private: int m_id; public: LuaLBM(lua_State *L, int id, const std::set<std::string> &trigger_contents, const std::string &name, bool run_at_every_load): m_id(id) { this->run_at_every_load = run_at_every_load; this->trigger_contents = trigger_contents; this->name = name; } virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n); }; //! Lua wrapper for RaycastState objects class LuaRaycast : public ModApiBase { private: static const char className[]; static const luaL_Reg methods[]; //! Inner state RaycastState state; // Exported functions // garbage collector static int gc_object(lua_State *L); /*! * Raycast:next() -> pointed_thing * Returns the next pointed thing on the ray. */ static int l_next(lua_State *L); public: //! Constructor with the same arguments as RaycastState. LuaRaycast( const core::line3d<f32> &shootline, bool objects_pointable, bool liquids_pointable) : state(shootline, objects_pointable, liquids_pointable) {} //! Creates a LuaRaycast and leaves it on top of the stack. static int create_object(lua_State *L); /*! * Returns the Raycast from the stack or throws an error. * @param narg location of the RaycastState in the stack */ static LuaRaycast *checkobject(lua_State *L, int narg); //! Registers Raycast as a Lua userdata type. static void Register(lua_State *L); }; struct ScriptCallbackState { ServerScripting *script; int callback_ref; int args_ref; unsigned int refcount; std::string origin; };