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-rw-r--r--editor/editor_settings.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index cb40926ce3..c0dc231ea9 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -268,6 +268,11 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
String host_lang = OS::get_singleton()->get_locale();
host_lang = TranslationServer::standardize_locale(host_lang);
+ // Some locales are not properly supported currently in Godot due to lack of font shaping
+ // (e.g. Arabic or Hindi), so even though we have work in progress translations for them,
+ // we skip them as they don't render properly. (GH-28577)
+ const Vector<String> locales_to_skip = String("ar,bn,fa,he,hi,ml,si,ta,te,ur").split(",");
+
String best;
EditorTranslationList *etl = _editor_translations;
@@ -275,6 +280,15 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
while (etl->data) {
const String &locale = etl->lang;
+
+ // Skip locales which we can't render properly (see above comment).
+ // Test against language code without regional variants (e.g. ur_PK).
+ String lang_code = locale.get_slice("_", 0);
+ if (locales_to_skip.find(lang_code) != -1) {
+ etl++;
+ continue;
+ }
+
lang_hint += ",";
lang_hint += locale;
@@ -473,6 +487,8 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
// Help
_initial_set("text_editor/help/show_help_index", true);
+ _initial_set("text_editor/help_source_font_size", 14);
+ hints["text_editor/help/help_source_font_size"] = PropertyInfo(Variant::REAL, "text_editor/help/help_source_font_size", PROPERTY_HINT_RANGE, "10, 50, 1");
/* Editors */