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authorHaoyu Qiu <timothyqiu32@gmail.com>2024-08-16 22:19:14 +0800
committerHaoyu Qiu <timothyqiu32@gmail.com>2024-09-17 13:09:44 +0800
commit818acb42900267f6c5dc2637e1bd8b7002413a98 (patch)
treec508a55b86ee404bd3d87f03e9177fa05f6d6d5d /modules/gdscript/gdscript_disassembler.cpp
parentc5d147b9b573fe1a534a7bba78ab5615ffadad96 (diff)
downloadredot-engine-818acb42900267f6c5dc2637e1bd8b7002413a98.tar.gz
Make editor use translation domains
How editor plugins use this feature: 1. Pick a unique translation domain name. 2. `_enter_tree()`: load translations into that translation domain. 3. Call `set_translation_domain()` for its root UI node. 4. `_exit_tree()`: remove that translation domain. Plugins can also set the translation domain to `godot.editor` for nested nodes that should use editor translations. `EditorFileDialog` automatically does this.
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