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.
Godot's translation work is coordinated on
Hosted Weblate,
an open source web-based translation platform, where contributors can work
together on translations using various internationalization features.
Creating an account there is free, and you can also login directly with
your GitHub, BitBucket, Google or Facebook account.
To avoid merge conflicts when syncing translations from Weblate (currently
this is done manually), we ask all contributors to work there instead of
making pull requests on this repository.
If you want to translate for a language which is not featured yet on Weblate,
you can add it (when logged in) by clicking the "Start new translation"
button at the bottom of the page.