Set editor's translation domain at root node

This commit is contained in:
Haoyu Qiu 2025-03-02 08:52:27 +08:00
parent 15ff450680
commit 7c8f81f1d0
3 changed files with 2 additions and 4 deletions

View File

@ -6848,8 +6848,6 @@ EditorNode::EditorNode() {
DEV_ASSERT(!singleton);
singleton = this;
set_translation_domain("godot.editor");
Resource::_get_local_scene_func = _resource_get_edited_scene;
{

View File

@ -1162,8 +1162,6 @@ void ProjectManager::_titlebar_resized() {
ProjectManager::ProjectManager(bool p_custom_res) {
singleton = this;
set_translation_domain("godot.editor");
// Turn off some servers we aren't going to be using in the Project Manager.
NavigationServer3D::get_singleton()->set_active(false);
PhysicsServer3D::get_singleton()->set_active(false);

View File

@ -4115,6 +4115,7 @@ int Main::start() {
if (editor) {
OS::get_singleton()->benchmark_begin_measure("Startup", "Editor");
sml->get_root()->set_translation_domain("godot.editor");
if (editor_pseudolocalization) {
translation_server->get_editor_domain()->set_pseudolocalization_enabled(true);
}
@ -4312,6 +4313,7 @@ int Main::start() {
OS::get_singleton()->benchmark_begin_measure("Startup", "Project Manager");
Engine::get_singleton()->set_editor_hint(true);
sml->get_root()->set_translation_domain("godot.editor");
if (editor_pseudolocalization) {
translation_server->get_editor_domain()->set_pseudolocalization_enabled(true);
}