Age | Commit message (Collapse) | Author |
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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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(cherry picked from commit 510d87e468d19836c9946830ffd3a6edcfaebf04)
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Add translators comment for the two 'Project Manager' strings,
and fix some of the translations.
(cherry picked from commit c5f6d2097bcbe1826b9111774ed0f8deb5839060)
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Add translators comments extraction for Editor
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(cherry picked from commit 41b9e1d7ea6241114babf0681c4e25400230ecfc)
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fixes and updated class Reference.
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(cherry picked from commit 900949b31695d4deb21a9646b7288c4fcdf20daf)
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(cherry picked from commit ed20772c092adfecd806a3feddbef2f75d4c39fb)
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(cherry picked from commit a84f0811606dc89fa4fb9a66fac0851bacc1fc83)
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(cherry picked from commit 000db65d40ede5b8cab1ce91f604c359e66f10bb)
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Remove 'de_CH' translation (4% complete) to default to the 100%
complete 'de' one.
Fixes #32625.
(cherry picked from commit 35a5ebb44d534683da4e2e6b774fe7e1d165a24b)
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(cherry picked from commit d68e631566e953e09e71438558b9f1376648d025)
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(cherry picked from commit 00b56637824392d4adefcd2b406ff6998e02152c)
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(cherry picked from commit ae958b89ab9cb98c9b754140ba9924cb0f279598)
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(cherry picked from commit 471a5abbf3651fc01e7c4f63c994164041d0c93f)
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Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
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(cherry picked from commit 0e36b11f9d05bacd5036acc48bf654cbcd5b7628)
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(cherry picked from commit 18e021b7cd81afbccf915bd825aaa264a9f608a1)
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(cherry picked from commit 1c9132540f5a763106ae1529c61b5cb8cd851bc5)
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(cherry picked from commit 3dfedc0b4c5a76db5ada0c3c178b7af240e9a6d0)
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(cherry picked from commit 74738806f3fd41d101f630ed1d3d58702fa80dbc)
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Prevent parsing 'thirdparty' sources, there are invalid UTF-8 files
among Bullet sources.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
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