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(cherry picked from commit f6c29d1cf5eddebbace38172c0f30b6d4ab5e5f2)
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(cherry picked from commit 305c364c13d551bb30beb79af2d0c3655861bacb)
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(cherry picked from commit cca2637b9b9dcb16070eb50a69c601a5f076c683)
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(cherry picked from commit 94a0fc47f7b4e90f8973f9adbfd3312579ed2825)
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(cherry picked from commit f1f472439ed8043ab6b625c42ff2682476e56b5d)
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(cherry picked from commit d0bc9144913a831500a24fc4d8d9f4cb3fd13286)
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(cherry picked from commit 7d921c1d53c116b632cefc65aa73eba301e951ec)
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(cherry picked from commit 84e356d7205d5c2ddb1c8cd22e9a92a703c057a0)
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(cherry picked from commit 3f3130648af2b24772f09dbc152af46ba9e9f946)
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(cherry picked from commit 7e207cfd48d6077ac6aaa3c45423d3fcf2f90bd7)
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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(cherry picked from commit caa7c6a930204507ddb5cae76f84b2d1e024afc1)
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(cherry picked from commit 3e20a98503f66bfe0bfc5140582a78e76c117588)
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(cherry picked from commit 97e7d637e0362a2d676eaa854f0e638ecf49e347)
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(cherry picked from commit e95af7ae9b883151e6de1d31f94950833ae5b478)
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(cherry picked from commit 284dae021ae6bbee920fedcb55412a501ee106d8)
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We originally used `pt_PT` (i.e. Portuguese (Portugal)) to distinguish with
the Brazilian Portuguese variant `pt_BR`, as both are significantly different
and need separate translation files.
But Portugal's Portuguese (or "European Portuguese") is close to the variant
spoken and written in other Portuguese-speaking countries such as Angola and
Mozambique, so it makes sense for users of these countries to also have access
to the European Portuguese translation (at least until translators decide that
adding e.g. `pt_AO` and `pt_MZ` variants would make sense, taking into account
the translation effort that this duplication implies).
Godot's locale matching checks first for the full locale (e.g. `pt_AO`), and
if no translation is found, it checks for the non-regional language code
(`pt`), so this change enables translations for Portuguese speakers outside
Portugal and Brazil.
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