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Cannot use localized resx files in exported game #43277
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That's what I am probably going to do, but it was just out of old habit. Still need to find comfortable tooling to use with gettext (csv will just become too cluttered if there will be additional translations). |
Do you add
You can use PO files with Godot's |
@akien-mga I understand that I can use Godot's Translation resource, I am just looking for a convenient way to generate PO templates and edit translations. (For future reference or anyone who will find it with similar problem: I will probably create |
You might be interested in @SkyLucilfer's GSoC work: #39415 I'm not familiar with the .NET translation workflow but we probably need to support it independently of Godot's own features. @neikeq might know more about this. |
I will take a look if the folder can be included in the export process |
@object71 Bump 🙂 Did you manage to do this? |
Considering I wrote it an year ago we can safely assume I forgot about it. |
Any news on this front? Would be super cool to have type-safe resource strings supported with Godot. |
This was fixed on 4.0, tho the issue likely remains on 3.x. |
Godot version: 3.2.3.stable.mono
OS/device including version: Windows 10 2004 (also tested in Ubuntu VM)
Issue description:
When I use
.resx
file and its localized counterpart, I am getting the right string (ResourceManager
respectsCultureInfo.CurrentCulture
) when running the game from Godot Editor, but string fallbacks to the default (unlocalized one) when running exported project.Probably relevant: mono/mono#19928
Mentioned workaround doesn't work in exported project since all assemblies seem to be packed into
.pck
file.Steps to reproduce:
resx
fileresx
fileMinimal reproduction project:
ResxLocalizationProblemMinimum.zip
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