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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@ -6557,6 +6557,8 @@ EditorNode::EditorNode() {
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DEV_ASSERT(!singleton);
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singleton = this;
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set_translation_domain("godot.editor");
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Resource::_get_local_scene_func = _resource_get_edited_scene;
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{
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