Age | Commit message (Collapse) | Author |
|
(cherry picked from commit caa7c6a930204507ddb5cae76f84b2d1e024afc1)
|
|
(cherry picked from commit 3e20a98503f66bfe0bfc5140582a78e76c117588)
|
|
(cherry picked from commit 97e7d637e0362a2d676eaa854f0e638ecf49e347)
|
|
(cherry picked from commit e95af7ae9b883151e6de1d31f94950833ae5b478)
|
|
(cherry picked from commit 284dae021ae6bbee920fedcb55412a501ee106d8)
|
|
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.
|