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godot-string-keys's Introduction

StringKeys for Godot Engine

StringKeys allows you to automatically generate a .csv translation file from strings in your game following a certian pattern.

Version 2 (current version) allows for searching for strings by the patterns surrounding them, this allows for it to be used on projects at the end of development, that weren't designed with StringKeys in mind, at the cost of maybe be a little less precise. Patterns can be things such as the property name in a scene or resource, or as the paramteter of a function call (such as Godot's translate function: tr("string")). Its UI is in a dropdown menu so that it is a little less in the way.

V2 Latest Release: https://github.com/mrtripie/godot-string-keys/releases/tag/2.1_godot_3.2

V2 Documentation: https://docs.google.com/document/d/176WFKE-2SxA0uWEDP7c8vInO8wChC54EQKv-6F_xb8M/edit?usp=sharing

Version 1 (original version) requires every string to be specifically marked for translation by having a certain substring (called the prefix), this allows a higher guarentee that every key is correct, but requires more work and that the project was made with StringKeys V1 in mind from the start. Its UI is in the form of a dock.

V1 Latest Release: https://github.com/mrtripie/godot-string-keys/releases/tag/3.2.1

V1 Documentation: https://docs.google.com/document/d/14UY6yVfz1w5g5WvZmC93h8XTp4L9ka4GQcmGOJ1PpEM/edit?usp=sharing

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godot-string-keys's Issues

Sort keys by file location rather than alphebetically to provide better context to translators

Since developing this I've learned that translators prefer things to be organized based on location in the game/files rather than alphabetically, this makes the context of the string easier to understand.

IIRC I implemented it alphabetically as a performance optimization, so it would be good to benchmark on a large test project with tons of dummy strings to make sure the performance cost isn't too high.

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