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feat(Locale): add localization support #301

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merged 3 commits into from
Feb 1, 2024
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@ShadowApex ShadowApex commented Nov 15, 2023

This change adds preliminary locale support so users can play in their preferred language.

Fixes #62

@ShadowApex ShadowApex force-pushed the shadowapex/locale branch 4 times, most recently from 095e336 to 6aef17c Compare January 28, 2024 05:36
@ShadowApex ShadowApex marked this pull request as ready for review January 28, 2024 05:41
@ShadowApex ShadowApex requested a review from pastaq January 29, 2024 01:57
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pastaq commented Jan 31, 2024

What's the plan for ensuring localization is maintained as we add features or change things? Can plug-ins ship localization?

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What's the plan for ensuring localization is maintained as we add features or change things? Can plug-ins ship localization?

I was thinking that we could use Weblate to get community support in maintaining localization. It will definitely be a challenge at first, but it should become easier as time goes on when there are fewer text changes.

We should be able to support plugin's also shipping localization strings. Godot has a TranslationServer which can be used to dynamically add translations at runtime. To implement this, we should be able to update PluginLoader to look inside the plugin archive for any *.po files and load them using the TranslationServer. I was thinking we could try to do this in a follow-up PR.

I translated a majority of the text in french. I may need to change some things in the future but that's already a great start!
@ShadowApex ShadowApex merged commit c809807 into main Feb 1, 2024
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@ShadowApex ShadowApex deleted the shadowapex/locale branch February 1, 2024 05:12
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github-actions bot commented Feb 1, 2024

🎉 This PR is included in version 0.30.0 🎉

The release is available on GitHub release

Your semantic-release bot 📦🚀

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