[Bf-translations-dev] Translation Issues Report s4
Bastien Montagne
montagne29 at wanadoo.fr
Tue Mar 19 16:33:27 CET 2013
Hi Gabriel,
Answer is: no, and no! :P
Both cases are data names, we *never* translate those in Blender (I know
there are a few cases where it could turn useful, but most of the time
it's rather annoying, in in some situations it can become a nightmare,
because these names are used too as id for the relevant data). So all in
one, making this work as needed/expected would be higly time-consuming
and bug-prone, for (imho) few benefits… Thus we (I :P) decided to just
never try to translate them names.
Kind regards,
Bastien
On 19/03/2013 16:23, Gabriel Gazzán wrote:
> Hi Bastien,
> Regarding this...
> a) Could newly created scene items' names reflect the translated
> names? also the same for new modifiers/constraints?
> b) Could Preset/Screen Layouts names be translatable?
>
> Cheers,
> g
>
>
> 2013/3/18 Bastien Montagne <montagne29 at wanadoo.fr
> <mailto:montagne29 at wanadoo.fr>>
>
> Hi Leon,
>
> #2 Done (for DopeSheet Summary, please note that CubeAction is the
> name of the Action datablock, and LocRotScale, the name of the
> channels' group, both should never be translated (these are data,
> editable by the user, not UI strings).
>
>
>
>
>
> _______________________________________________
> Remember to *NEVER* commit to our svn's /trunk, but *ALWAYS* to relevant language po file under /branches!
>
> Found a missing msgid? Edit this doc: http://goo.gl/XcWcr
>
> Have some disambiguation issue (i.e. same english word that should be translated in more than one way, depending on the context)? Edit this doc: http://goo.gl/VzppJ
> _______________________________________________
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> Bf-translations-dev at blender.org
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