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openmw-cn: v11
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dwing4g committed Nov 1, 2024
1 parent 1494077 commit dfc578b
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Showing 19 changed files with 1,349 additions and 1,256 deletions.
2 changes: 1 addition & 1 deletion .github/workflows/openmw.yml
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Expand Up @@ -94,7 +94,7 @@ jobs:
fail-fast: true
matrix:
image:
- windows-2019
# - windows-2019
- windows-2022

name: ${{ matrix.image }}
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8 changes: 4 additions & 4 deletions apps/openmw/mwinput/bindingsmanager.cpp
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Expand Up @@ -555,13 +555,13 @@ namespace MWInput
switch (wheel)
{
case ICS::InputControlSystem::MouseWheelClick::UP:
return "Mouse Wheel Up";
return "#{sMouseWheelUpShort}";
case ICS::InputControlSystem::MouseWheelClick::DOWN:
return "Mouse Wheel Down";
return "#{sMouseWheelDownShort}";
case ICS::InputControlSystem::MouseWheelClick::RIGHT:
return "Mouse Wheel Right";
return "鼠标滚轮向右";
case ICS::InputControlSystem::MouseWheelClick::LEFT:
return "Mouse Wheel Left";
return "鼠标滚轮向左";
default:
return "#{Interface:None}";
}
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4 changes: 4 additions & 0 deletions components/debug/debugging.cpp
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Expand Up @@ -433,7 +433,9 @@ namespace Debug
#endif

int ret = 0;
#if defined(NDEBUG)
try
#endif
{
if (const auto env = std::getenv("OPENMW_DISABLE_CRASH_CATCHER");
env == nullptr || Misc::StringUtils::toNumeric<int>(env, 0) == 0)
Expand All @@ -459,6 +461,7 @@ namespace Debug
else
ret = innerApplication(argc, argv);
}
#if defined(NDEBUG)
catch (const std::exception& e)
{
#if (defined(__APPLE__) || defined(__linux) || defined(__unix) || defined(__posix))
Expand All @@ -470,6 +473,7 @@ namespace Debug

ret = 1;
}
#endif

// Restore cout and cerr
std::cout.rdbuf(rawStdout->rdbuf());
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2 changes: 1 addition & 1 deletion components/lua/l10n.cpp
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Expand Up @@ -18,7 +18,7 @@ namespace
{
// Argument values
if (value.is<std::string>())
args.push_back(icu::Formattable(LuaUtil::cast<std::string>(value).c_str()));
args.push_back(icu::Formattable(icu::UnicodeString::fromUTF8(LuaUtil::cast<std::string>(value).c_str())));
// Note: While we pass all numbers as doubles, they still seem to be handled appropriately.
// Numbers can be forced to be integers using the argType number and argStyle integer
// E.g. {var, number, integer}
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Binary file modified files/MyGUIEngine.dll
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1 change: 1 addition & 0 deletions files/data/CMakeLists.txt
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Expand Up @@ -70,6 +70,7 @@ set(BUILTIN_DATA_FILES
l10n/OMWMusic/ru.yaml
l10n/OMWMusic/sv.yaml
l10n/OMWMusic/fr.yaml
l10n/OMWMusic/zh_CN.yaml

# L10n for post-processing HUD and built-in shaders
l10n/OMWShaders/de.yaml
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46 changes: 46 additions & 0 deletions files/data/l10n/OMWControls/zh_CN.yaml
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Expand Up @@ -82,3 +82,49 @@ SmoothMoveLeft_description: "调整了平滑走跑过渡的左移。"

SmoothMoveRight_name: "平滑右移"
SmoothMoveRight_description: "调整了平滑走跑过渡的右移。"

# Non-dehardcoded actions
Activate_name: "交互"
Activate_description: "回退成 input.ACTIONS.Activate, 绑定尚无法工作"
Console_name: "控制台"
Console_description: "回退成 input.ACTIONS.Console, 绑定尚无法工作"
CycleSpellLeft_name: "CycleSpellLeft"
CycleSpellLeft_description: "回退成 input.ACTIONS.CycleSpellLeft, 绑定尚无法工作"
CycleSpellRight_name: "CycleSpellRight"
CycleSpellRight_description: "回退成 input.ACTIONS.CycleSpellRight, 绑定尚无法工作"
CycleWeaponLeft_name: "CycleWeaponLeft"
CycleWeaponLeft_description: "回退成 input.ACTIONS.CycleWeaponLeft, 绑定尚无法工作"
CycleWeaponRight_name: "CycleWeaponRight"
CycleWeaponRight_description: "回退成 input.ACTIONS.CycleWeaponRight, 绑定尚无法工作"
GameMenu_name: "游戏菜单"
GameMenu_description: "回退成 input.ACTIONS.GameMenu, 绑定尚无法工作"
QuickLoad_name: "快速载入"
QuickLoad_description: "回退成 input.ACTIONS.QuickLoad, 绑定尚无法工作"
QuickSave_name: "快速保存"
QuickSave_description: "回退成 input.ACTIONS.QuickSave, 绑定尚无法工作"
Screenshot_name: "截屏"
Screenshot_description: "回退成 input.ACTIONS.Screenshot, 绑定尚无法工作"
ToggleDebug_name: "开关调试"
ToggleDebug_description: "回退成 input.ACTIONS.ToggleDebug, 绑定尚无法工作"
ToggleHUD_name: "开关界面"
ToggleHUD_description: "回退成 input.ACTIONS.ToggleHUD, 绑定尚无法工作"
TogglePostProcessorHUD_name: "开关后处理界面"
TogglePostProcessorHUD_description: "回退成 input.ACTIONS.TogglePostProcessorHUD, 绑定尚无法工作"
QuickKey1_name: "快捷键1"
QuickKey1_description: "回退成 input.ACTIONS.QuickKey1, 绑定尚无法工作"
QuickKey2_name: "快捷键2"
QuickKey2_description: "回退成 input.ACTIONS.QuickKey2, 绑定尚无法工作"
QuickKey3_name: "快捷键3"
QuickKey3_description: "回退成 input.ACTIONS.QuickKey3, 绑定尚无法工作"
QuickKey4_name: "快捷键4"
QuickKey4_description: "回退成 input.ACTIONS.QuickKey4, 绑定尚无法工作"
QuickKey5_name: "快捷键5"
QuickKey5_description: "回退成 input.ACTIONS.QuickKey5, 绑定尚无法工作"
QuickKey6_name: "快捷键6"
QuickKey6_description: "回退成 input.ACTIONS.QuickKey6, 绑定尚无法工作"
QuickKey7_name: "快捷键7"
QuickKey7_description: "回退成 input.ACTIONS.QuickKey7, 绑定尚无法工作"
QuickKey8_name: "快捷键8"
QuickKey8_description: "回退成 input.ACTIONS.QuickKey8, 绑定尚无法工作"
QuickKey9_name: "快捷键9"
QuickKey9_description: "回退成 input.ACTIONS.QuickKey9, 绑定尚无法工作"
24 changes: 22 additions & 2 deletions files/data/l10n/OMWEngine/zh_CN.yaml
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Expand Up @@ -78,6 +78,17 @@ CameraSensitivity: "镜头灵敏度"
CameraZoomIn: "镜头放大"
CameraZoomOut: "镜头缩小"
ChangeRequiresRestart: "这项更改需要重新启动才可生效。"
ClassicFalloff: "经典光衰"
ClassicFalloffTooltip: |-
默认: 关
使用传统的点光源衰减公式,它缺乏早期衰减。
传统公式的一个缺陷是,灯光的影响永远不会完全归零。
这在物理上是准确的,但由于灯光不会影响整个场景,因此可能会造成光照缝隙。
提前淡出有助于减少这些缝隙,但代价是场景变暗。
晨风使用的是传统公式,因此如果你不喜欢有差异的亮度,可以启用此功能。
或者,也可以尝试更改最小室内亮度。
ConfirmResetBindings: "重置所有控制按键成默认状态?"
ConfirmResolution: "新分辨率将立即生效。是否继续?"
Controller: "手柄按键"
Expand All @@ -95,6 +106,15 @@ EnableController: "启动控制器"
FieldOfView: "视野"
FieldOfViewHigh: ""
FieldOfViewLow: ""
ForcePerPixelLighting: "逐像素光照"
ForcePerPixelLightingTooltip: |-
强制使用逐像素光照。默认只对凹凸和法线贴图的对象使用逐像素光照。
只影响使用着色器绘制的对象。
启用逐像素光照会导致与原版晨风引擎的视觉效果不同,因为晨风中的某些光照需要依赖顶点光照才能达到预期效果。
注意地面覆盖物着色器和粒子效果会忽略此设置。
FrameRateHint: "提示:按下F3显示当前帧率"
GammaCorrection: "伽马校正"
GammaDark: ""
Expand All @@ -115,13 +135,13 @@ LightsBoundingSphereMultiplierTooltip: "默认: 1.65\n光源边界球体的倍
LightsFadeStartMultiplier: "衰减开始倍数"
LightsFadeStartMultiplierTooltip: "默认: 0.85\n光源开始衰减的最大距离系数。\n\n设置为较低值会让衰减更慢,而较高值会让衰减更快。"
LightsLightingMethodTooltip: "设置光源的内部处理。\n\n
\"传统\" 每个物体总是使用8个灯光,并提供最接近原版游戏的光照\n\n
\"传统\" 每个物体总是使用8个灯光,提供最像原版游戏的光照\n\n
\"着色器 (兼容)\" 移除8个灯光限制。此模式还支持地面覆盖物的光照和可配置的光照衰减。建议在较旧的硬件和接近8个灯光限制下使用此模式。\n\n
\"着色器\" 具有“着色器 (兼容)”的所有优点,还使用了一种现代方法,允许更高的最大灯光数量,在现代硬件上几乎没有性能损失。"
LightsMaximumDistance: "光照最大距离"
LightsMaximumDistanceTooltip: "默认: 8192\n光源出现的最大距离 (单位: units)。\n\n设置为0表示无限距离。"
LightsMinimumInteriorBrightness: "最低室内亮度"
LightsMinimumInteriorBrightnessTooltip: "默认: 0.08\n最低室内环境亮度。\n\n如果你感觉室内太暗就调高。"
LightsMinimumInteriorBrightnessTooltip: "默认: 0.08\n最低室内环境亮度。\n\n如果你感觉室内太暗就调高。\n\n如果开启经典光衰则此项无效。"
MaxLights: "最大光源数"
MaxLightsTooltip: "默认: 8\n每个物体接受的最大光源数。\n\n比默认值小的值会导致光源闪现, 就像传统光照效果那样。"
MenuHelpDelay: "帮助菜单延迟"
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4 changes: 4 additions & 0 deletions files/lang/components_zh_CN.ts
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Expand Up @@ -37,6 +37,10 @@
<source>&lt;br/&gt;&lt;b&gt;This content file cannot be disabled because it is enabled in a config file other than the user one.&lt;/b&gt;&lt;br/&gt;</source>
<translation>&lt;br/&gt;&lt;b&gt;这个内容文件无法禁用因为它在非用户的配置文件中启用的。&lt;/b&gt;&lt;br/&gt;</translation>
</message>
<message>
<source>&lt;b&gt;This file is specified in a non-user config file, but does not exist in the VFS.&lt;/b&gt;</source>
<translation>&lt;b&gt;该文件在非用户配置文件中指定,而不存在于VFS中。&lt;/b&gt;</translation>
</message>
</context>
<context>
<name>ContentSelectorView::ContentSelector</name>
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