From 30769589bff620fc7daebdf31e9258c8c1ab0599 Mon Sep 17 00:00:00 2001 From: "updatepo.sh" Date: Sun, 3 Dec 2023 19:11:30 +0100 Subject: [PATCH] Remove junk translation file --- games/devtest/mods/locale/template.txt | 357 ------------------------- 1 file changed, 357 deletions(-) delete mode 100644 games/devtest/mods/locale/template.txt diff --git a/games/devtest/mods/locale/template.txt b/games/devtest/mods/locale/template.txt deleted file mode 100644 index a3fcb0628..000000000 --- a/games/devtest/mods/locale/template.txt +++ /dev/null @@ -1,357 +0,0 @@ -# textdomain: mods -<= ->= -Page: @1/@2= -No items found.= -Reset search= -Trash:= -Search= -X= -Bag of Everything= -Grants access to all items= -Chest of Everything= -Good Food (+1)= -Punch: Eat= -Good Food (+5)= -Bad Food (-1)= -Bad Food (-5)= -Replacing Food (+1)= -Punch: Eat and replace with 'Good Food (+1)'= -Texture Overlay Test Item, Meta Color= -Image must be a square with rainbow cross (inventory and wield)= -Item meta color must only change square color= -Punch: Set random color= -Place: Clear color= -Texture Overlay Test Item, Global Color= -Image must be an orange square with rainbow cross (inventory and wield)= -Image Override Meta Test Item= -"normal" Drawtype Test Node= -Opaque texture= -"glasslike" Drawtype Test Node= -Transparent node with hidden backfaces= -"glasslike_framed" Drawtype Test Node= -Frame connects to neighbors= -"glasslike_framed" Drawtype without Detail Test Node= -Frame connects to neighbors, but the 'detail' tile is not used= -"glasslike_framed_optional" Drawtype Test Node= -Frame connects if 'connected_glass' setting is true= -"allfaces" Drawtype Test Node= -Transparent node with visible internal backfaces= -Rendering depends on 'leaves_style' setting:= -* 'fancy': transparent with visible internal backfaces= -* 'simple': transparent with hidden backfaces= -* 'opaque': opaque= -"allfaces_optional" Drawtype Test Node= -Waving "allfaces_optional" Drawtype Test Node= -"firelike" Drawtype Test Node= -Changes shape based on neighbors= -"fencelike" Drawtype Test Node= -Floor "torchlike" Drawtype Test Node= -Always on floor= -Wallmounted "torchlike" Drawtype Test Node= -Floor "signlike" Drawtype Test Node= -Wallmounted "signlike" Drawtype Test Node= -"plantlike" Drawtype Test Node= -Waving "plantlike" Drawtype Test Node= -Wallmounted "plantlike" Drawtype Test Node= -Degrotate "plantlike" Drawtype Test Node= -param2 @= horizontal rotation (0..239)= -Degrotate "mesh" Drawtype Test Node= -Colordegrotate "mesh" Drawtype Test Node= -param2 @= color + horizontal rotation (0..23, 32..55, ...)= -Leveled "plantlike" Drawtype Test Node= -param2 @= height (0..255)= -Meshoptions "plantlike" Drawtype Test Node= -param2 @= plant shape= -"rooted_plantlike" Drawtype Test Node= -Wallmounted "rooted_plantlike" Drawtype Test Node= -Waving "rooted_plantlike" Drawtype Test Node= -Leveled "rooted_plantlike" Drawtype Test Node= -Meshoptions "rooted_plantlike" Drawtype Test Node= -Degrotate "rooted_plantlike" Drawtype Test Node= -"liquid" Drawtype Test Node, Range @1= -Drawtype only; all liquid physics are disabled= -"flowingliquid" Drawtype Test Node, Range @1= -param2 @= flowing liquid level= -Waving "liquid" Drawtype Test Node= -Waving "flowingliquid" Drawtype Test Node= -"airlike" Drawtype Test Node= -Invisible node= -Inventory/wield image @= no_texture_airlike.png= -"glasslike_framed" Drawtype with Liquid Test Node= -param2 @= liquid level (0..63)= -Connects to rails= -Connects to lines= -Connects to streets= -Connects to 'groupless' rails= -"raillike" Drawtype Test Node: @1 @2= -Double-sized @1= -Half-sized @1= -* 'fancy'/'simple': transparent= -Transparent node= -Waving if waving leaves are enabled by client= -Waves if waving leaves are enabled by client= -Waves if waving plants are enabled by client= -Waves if waving liquids are enabled by client= -param2 @= wallmounted rotation (0..5)= -Connects to neighbors= -Light Source (@1)= -Sunlight Filter= -Lets light through, but weakens sunlight= -Sunlight Propagator= -Lets all light through= -Mesh Test Node= -Facedir Mesh Test Node= -Color Facedir Mesh Test Node= -4dir Mesh Test Node= -Color 4dir Mesh Test Node= -Wallmounted Mesh Test Node= -Color Wallmounted Mesh Test Node= -Double-sized Mesh Test Node= -Half-sized Mesh Test Node= -Plantlike-waving Mesh Test Node= -Leaflike-waving Mesh Test Node= -Liquidlike-waving Mesh Test Node= -param2 @= facedir rotation (0..23)= -param2 @= color + facedir rotation (0..23, 32..55, ...)= -param2 @= 4dir rotation (0..3)= -param2 @= color + 4dir rotation (0..255)= -param2 @= color + wallmounted rotation (0..5, 8..13, ...)= -Fixed Nodebox Test Node= -Nodebox is always the same= -+50% high Nodebox Test Node= -+95% high Nodebox Test Node= -Leveled Nodebox Test Node= -param2 @= height (0..127)= -Connected Nodebox Test Node (4 Side Wall)= -Connects to 4 neighbors sideways= -Connected Nodebox Test Node (6 Side Cable)= -Connects to 6 neighbors= -Facedir Connected Nodebox Test Node (4 Side Wall)= -param2 @= facedir rotation of textures (not of the nodebox!)= -4Dir Connected Nodebox Test Node= -param2 @= 4dir rotation of textures (not of the nodebox!)= -Facedir Node that connected Nodeboxes connect to= -Neighbors connect only to left (blue 4) and top (yellow 1) face= -(Currently broken for param2 >@= 4, see FIXME in nodedef.cpp)= -param2 @= facedir= -Texture Overlay Test Node= -Uncolorized= -Texture Overlay Test Node, Colorized= -param2 changes color= -Texture Overlay Test Node, Colorized Overlay= -param2 changes color of overlay= -Texture Overlay Test Node, Colorized Base= -param2 changes color of base texture= -Texture Overlay Test Node, Global Color= -Global color @= @1= -Texture Overlay Test Node, Global Color + Colorized= -Texture Overlay Test Node, Global Color + Colorized Overlay= -Texture Overlay Test Node, Global Color + Colorized Base= -Facedir Test Node= -4dir Test Node= -Facedir Nodebox Test Node= -4dir Nodebox Test Node= -Wallmounted Test Node= -Wallmounted Nodebox Test Node= -Color Test Node= -param2 @= color (0..255)= -Color Facedir Test Node= -Color Facedir Nodebox Test Node= -Color 4dir Test Node= -Color 4dir Nodebox Test Node= -Color Wallmounted Test Node= -Color Wallmounted Nodebox Test Node= -Performance Test Node= -Marble with 'clip' transparency= -Marble with 'blend' transparency= -Marble with overlay with 'clip' transparency= -Palette for demonstration= -Marble with overlay with 'blend' transparency= -Falling Node= -Falls down if no node below= -Falling Facedir Node= -param2 @= facedir rotation= -Falling+Floating Node= -Falls down if no node below, floats on liquids (liquidtype ~@= "none")= -Floor-Attached Node= -Drops as item if no solid node below= -Wallmounted Attached Node= -Attaches to wall; drops as item if neighbor node is gone= -Floor-Attached Wallmounted Node= -Ceiling-Attached Node= -Facedir Attached Node= -4dir Attached Node= -Non-jumping Node= -You can't jump on it= -Non-jumping Plant Node= -You can't jump while your feet are in it= -Climbable Node= -You can climb up and down= -Downwards-climbable Node= -You can climb only downwards= -Upwards-climbable Node= -Horizontal-only Climbable Node= -Non-jumping Liquid Source Node= -Swimmable liquid, but you can't swim upwards= -Non-jumping Flowing Liquid Node= -No-swim Liquid Source Node= -Liquid node, but swimming is disabled= -No-swim Flowing Liquid Node= -No-descending Liquid Source Node= -No-descending Flowing Liquid Node= -+@1= -Fall Damage Node (+@1%)= -Fall Damage Node (-@1%)= -Bouncy Node (@1%), jumpy= -Sneaking/jumping affects bounce= -Bouncy Node (@1%), non-jumpy= -Sneaking/jumping does not affect bounce= -Slippery Node (@1)= -Move-resistant Node (@1)= -Reduces movement speed= -Liquidlike Movement Node= -Swimmable (no move resistance)= -Move-resistant Node (@1), liquidlike= -Reduces movement speed; swimmable= -Climbable Move-resistant Node (4)= -You can climb up and down; reduced movement speed= -"buildable_to" Node= -Placing a node on it will replace it= -Damage Node (@1 damage per second)= -Healing Node (@1 HP per second)= -Drowning Node (@1 damage)= -You'll drown inside it= -"post_effect_color_shaded @= false" Node= -"post_effect_color_shaded @= true" Node= -Six Textures Test Node= -Has 1 texture per face= -Animated Test Node= -Tiles animate from A to D in 4s cycle= -Texture Alpha Test Node (@1)= -Semi-transparent= -Alpha Test Node (@1)= -Generated Mandelbrot PNG Test Node= -Generated Checker PNG Test Node= -Generated In-Band Mandelbrot PNG Test Node= -Generated In-Band Source Blit Mandelbrot PNG Test Node= -Generated In-Band Dest Blit Mandelbrot PNG Test Node= -TGA Type 1 (color-mapped RGB) 24bpp bottom-top Test Node= -TGA Type 1 (color-mapped RGB) 24bpp top-bottom Test Node= -TGA Type 2 (uncompressed RGB) 16bpp bottom-top Test Node= -TGA Type 2 (uncompressed RGB) 16bpp top-bottom Test Node= -TGA Type 2 (uncompressed RGB) 32bpp bottom-top Test Node= -TGA Type 2 (uncompressed RGB) 32bpp top-bottom Test Node= -TGA Type 3 (uncompressed grayscale) 16bpp bottom-top Test Node= -TGA Type 3 (uncompressed grayscale) 16bpp top-bottom Test Node= -TGA Type 10 (RLE-compressed RGB) 32bpp bottom-top Test Node= -TGA Type 10 (RLE-compressed RGB) 32bpp top-bottom Test Node= -Destination too far away! Set a destination (via placing) within a distance of @1 and try again!= -Path from @1 to @2:= -No path!= -Time: @1 ms= -Path length: @1= -Destination set to @1= -Algorithm: @1= -Pathfinder Tester= -Finds path between 2 points= -Place on node: Select destination= -Punch: Find path from here= -Sneak+Punch: Change algorithm= -Param2 Tool= -Modify param2 value of nodes= -Punch: +1= -Sneak+Punch: +8= -Place: -1= -Sneak+Place: -8= -Node Setter= -Replace pointed node with something else= -Punch: Select pointed node= -Place on node: Replace node with selected node= -Place in air: Manually select a node= -Now placing: @1 (param2@=@2)= -Node name (itemstring):= -param2:= -Submit= -Punch a node first!= -Cannot set unknown node: @1= -Remover= -Punch: Remove pointed node or object= -Can't remove players!= -Falling Node Tool= -Punch: Make pointed node fall= -Place: Move pointed node 2 units upwards, then make it fall= -Falling node could not be spawned!= -Entity Rotator= -Rotate pointed entity= -Punch: Yaw= -Sneak+Punch: Pitch= -Aux1+Punch: Roll= -distance@=@1/10= -Object Mover= -Move pointed object towards or away from you= -Punch: Move by distance= -Sneak+Punch: Move by negative distance= -Place: Increase distance= -Sneak+Place: Decrease distance= -Entity Visual Scaler= -Scale visual size of entities= -Punch: Increase size= -Sneak+Punch: Decrease scale= -Branding Iron= -Give an object a temporary name.= -Punch object: Brand the object= -Punch air: Brand yourself= -The name is valid until the object unloads.= -Devices that accept the returned name also accept "player:" for players.= -Entity Spawner= -Spawns entities= -Punch: Select entity to spawn= -Place: Spawn selected entity= -Select an entity first (with punch key)!= -Object properties of player “@1”= -Object properties of @1= -Value= -Object Property Editor= -Edit properties of objects= -Punch object: Edit object= -Punch air: Edit yourself= -rotation@=@1= -position@=@1= -Object Attacher= -Attach object to another= -Punch objects to first select parent object, then the child object to attach= -Punch air to select yourself= -Place: Incease attachment Y offset= -Sneak+Place: Decease attachment Y offset= -Aux1+Place: Incease attachment rotation= -Aux1+Sneak+Place: Decrease attachment rotation= -Object detached!= -Object is not attached!= -= -Parent object selected: @1= -Child object selected: @1= -Can't attach an object to itself!= -Object attached! position@=@1, rotation@=@2= -Attachment failed!= -Children Getter= -Shows list of objects attached to object= -Punch object to show its 'children'= -Punch air to show your own 'children'= -No children attached to @1.= -Children of @1:= -Current keys:= -Key= -Value (use empty value to delete key)= -Set value= -pos @= @1= -item @= @1= -Node Meta Editor= -Place: Edit node metadata= -Place an item next to the Item Meta Editor in your inventory first!= -Item Meta Editor= -Punch/Place: Edit item metadata of item in the next inventory slot= -Light Tool= -Show light values of node= -Punch: Light of node above touched node= -Place: Light of touched node itself=