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* Do not reload resources and send notification if locale is not changed.bruvzg2023-12-051-1/+5
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* Fix remapped font reloading on locale change.bruvzg2023-11-131-4/+6
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* Support loading of translations on threadsPedro J. Estébanez2023-06-291-0/+9
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* Merge pull request #72288 from MewPurPur/use-string-repeatClay John2023-05-051-12/+5
|\ | | | | Use `String.repeat()` to optimize several String methods
| * Use String.repeat() in more placesVolTer2023-05-011-12/+5
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* | Improve layout direction/locale automatic selection.bruvzg2023-02-221-1/+19
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* | Prepare for moving editor and classref translations to godot-editor-l10n repoHaoyu Qiu2023-02-071-0/+14
|/ | | | | | | | | - Separate editor interface and property translations. - Add property translation in TranslationServer. - The split and merge of the POT/PO/Makefiles and extract scripts is done directly in godot-editor-l10n, the files will be removed in the next commit. - Remove the hardcoded "to_include" lists from the SCsub, we'll only commit the files which are ready to inclue.
* Merge pull request #68429 from KoBeWi/PropertySettingsRémi Verschelde2023-01-061-1/+1
|\ | | | | Add PropertyInfo overload for GLOBAL_DEF
| * Add PropertyInfo overload for GLOBAL_DEFkobewi2022-12-111-1/+1
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* | One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
|/ | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* [Font] Add an import option to pre-render all glyphs required for the ↵bruvzg2022-11-101-0/+13
| | | | translation.
* Merge pull request #67931 from bruvzg/locale_no_defRémi Verschelde2022-10-311-17/+23
|\ | | | | | | Do not auto add default script and country codes to the locale.
| * Do not auto add default script and country codes to the locale.bruvzg2022-10-271-17/+23
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* | Unify usage of GLOBAL/EDITOR_GETkobewi2022-10-181-1/+1
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* Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-52/+49
| | | | change warnings=all to use /W4.
* Replace Array return types with TypedArray 3kobewi2022-08-241-4/+4
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* Add tests for empty/unnamed arguments to ClassDB, Variant, GDScriptYuri Sizov2022-08-081-1/+1
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* Use range iterators for RBSet in most casesAaron Record2022-05-191-6/+6
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* Replace most uses of Map by HashMapreduz2022-05-161-17/+17
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Fix some issues found by cppcheck.bruvzg2022-04-061-2/+2
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* [Editor] Fix "en" editor translation detection.bruvzg2022-02-181-2/+6
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* Use EditorFileDialog instead of FileDialog in the project managerHendrik Brucker2022-02-121-1/+1
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* [GDExtension] Add binds for missing methods, operators, and constants ↵bruvzg2022-02-081-0/+1
| | | | required for GDExtension TextServer implementation.
* Cleanup and move char functions to the `char_utils.h` header.bruvzg2022-02-041-15/+7
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* Fix translation with multiple sources for the same language.bruvzg2022-01-241-8/+8
| | | | | Remove unnecessary locale length checks. Add "C" -> "en" locale remap.
* Fix locale always selecting translation instead of "en", when no match found.bruvzg2022-01-191-2/+2
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* Improve locale detection.bruvzg2022-01-181-929/+298
| | | | | Use separate language, script and country lists. Add locale selection dialog and property hint.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Added check to get_all_locales to avoid adding duplicate locales to arrayraphaelazev2021-12-101-1/+4
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* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-1/+1
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio2021-11-031-1/+1
| | | | | This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-2/+2
| | | | | | | | | Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
* Merge pull request #53225 from aaronfranke/c-localeRémi Verschelde2021-10-051-3/+6
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| * Add locale rename for the "C" localeAaron Franke2021-09-291-3/+6
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* | GDScript completion: Handle quote style ad-hoc to remove editor dependencyRémi Verschelde2021-10-041-1/+0
| | | | | | | | | | | | | | | | `core` and `scene` shouldn't depend on `editor`, so they can't query this style setting in `get_argument_options`. But we can handle it after the fact in GDScript's completion code. Also cleans up a couple extra unused invalid includes in `core`.
* | Use range iterators for `Map`Lightning_A2021-09-301-6/+6
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* Implement override of get_message and get_plural_messageO01eg2021-09-291-0/+13
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* Merge pull request #51395 from angad-k/pseudolocalization-squashedRémi Verschelde2021-08-081-4/+256
|\ | | | | Add pseudolocalization to Godot. (GSoC'21)
| * add pseudolocalization to GodotAngad Kambli2021-08-081-4/+256
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* | Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-1/+1
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* | Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-2/+2
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* | Fix missing locale namesHaoyu Qiu2021-07-161-0/+6
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* Remove uses of `auto` for better readability and online code reviewsHugo Locurcio2021-04-261-1/+1
| | | | | | | | The current code style guidelines forbid the use of `auto`. Some uses of `auto` are still present, such as in UWP code (which can't be currently tested) and macros (where removing `auto` isn't easy).
* Merge pull request #34587 from ↵Rémi Verschelde2021-03-221-1/+1
|\ | | | | | | | | YeldhamDev/translation_resource_notification_removal Remove translation change notification when setting the locale of a Translation resource
| * Make translation change notification when setting the locale of a ↵Michael Alexsander2020-11-081-1/+1
| | | | | | | | Translation resource only happen when loaded in the server
* | Merge pull request #46195 from AndyBarcia/FixLanguageCodesIncosistenciesRémi Verschelde2021-02-241-3/+16
|\ \ | | | | | | Fix some inconsistent ISO-639 language codes
| * | Fixes some inconsistent ISO-639 language codesandybarcia2021-02-181-3/+16
| | | | | | | | | | | | And also adds tmz (Central Atlas Tamazight) as a language
* | | Reorganize Project Settingsreduz2021-02-181-6/+6
|/ / | | | | | | | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 🎆
* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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