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Set editor's translation domain at root node
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parent
15ff450680
commit
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@ -6848,8 +6848,6 @@ EditorNode::EditorNode() {
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DEV_ASSERT(!singleton);
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singleton = this;
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set_translation_domain("godot.editor");
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Resource::_get_local_scene_func = _resource_get_edited_scene;
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{
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@ -1162,8 +1162,6 @@ void ProjectManager::_titlebar_resized() {
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ProjectManager::ProjectManager(bool p_custom_res) {
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singleton = this;
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set_translation_domain("godot.editor");
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// Turn off some servers we aren't going to be using in the Project Manager.
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NavigationServer3D::get_singleton()->set_active(false);
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PhysicsServer3D::get_singleton()->set_active(false);
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@ -4115,6 +4115,7 @@ int Main::start() {
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if (editor) {
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OS::get_singleton()->benchmark_begin_measure("Startup", "Editor");
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sml->get_root()->set_translation_domain("godot.editor");
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if (editor_pseudolocalization) {
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translation_server->get_editor_domain()->set_pseudolocalization_enabled(true);
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}
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@ -4312,6 +4313,7 @@ int Main::start() {
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OS::get_singleton()->benchmark_begin_measure("Startup", "Project Manager");
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Engine::get_singleton()->set_editor_hint(true);
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sml->get_root()->set_translation_domain("godot.editor");
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if (editor_pseudolocalization) {
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translation_server->get_editor_domain()->set_pseudolocalization_enabled(true);
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}
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