This reduces the size of the editor binaries significantly, as we otherwise
embed all WIP translations, including ones with very low completion ratios,
and end up paying for the size of all `msgid`s for each locale.
Cf. https://github.com/godotengine/godot-proposals/issues/3421 for details.
The thresholds used are:
- 30% for the editor interface (should already include most common strings
while more obscure ones like UndoRedo action names might be untranslated).
- 10% for the class reference: this is a HUGE resource and 10% is already
a lot of useful content, especially if focused on the most used APIs.
For 3.x, we also exclude languages that require complex text layout support
to be displayed properly.
This currently reduces the size of the editor binary by 17% on Linux.
The list will be synced manually every now and then.
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 🎆
(cherry picked from commit b5334d14f7)
We originally used `pt_PT` (i.e. Portuguese (Portugal)) to distinguish with
the Brazilian Portuguese variant `pt_BR`, as both are significantly different
and need separate translation files.
But Portugal's Portuguese (or "European Portuguese") is close to the variant
spoken and written in other Portuguese-speaking countries such as Angola and
Mozambique, so it makes sense for users of these countries to also have access
to the European Portuguese translation (at least until translators decide that
adding e.g. `pt_AO` and `pt_MZ` variants would make sense, taking into account
the translation effort that this duplication implies).
Godot's locale matching checks first for the full locale (e.g. `pt_AO`), and
if no translation is found, it checks for the non-regional language code
(`pt`), so this change enables translations for Portuguese speakers outside
Portugal and Brazil.
(cherry picked from commit 1e2f55e273)