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TranslationServer.set_locale
only acts on scenes inside tree
#85051
Comments
The text is changed when
Technically we can always send |
If someone faces this issue in the meanwhile, to bypass this bug, I did Notice that this workaround works because if you set some locale |
Can confirm, this behaviour is present in 4.2.1 |
Looks like I encounter this issue in v4.3.dev2.official [3524346] too, but with a little difference. My sub-scenes are already in the scene, but hidden, and when they become visible, texts are not translated as they should be. I can only guess notifications are not sent to hidden scenes in tree either (kind of bad "optimization" in such case I guess, like "they are hidden anyway, no need to notify them" but when they'll become visible ? :/). |
Not reproducible in 4.3. Fixed by #87530 as it sends Feel free to reopen this issue if you can still reproduce this problem with a different setup. |
Godot version
v4.2.rc1.official [ad72de5]
System information
Godot v4.2.rc1 - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz (8 Threads)
Issue description
TranslationServer.set_locale
only acts on scenes inside tree. Not sure if this is expected or it is bug.I'm working on an app that removes from tree (but doesn't delete) unused pages/screens. When locale is changed from the configuration page, only that page strings are updated.
Steps to reproduce
On the main scene, create a scene with a
Label
andtext = "Hello"
. Create another scene, with anotherLabel
, sametext
.Generate
.pot
and translate it.On
_ready
function of the main scene, instantiate the other scene, change locale and then add the scene to tree. Only theLabel
that was there from start is updated.Minimal reproduction project
bug.zip
The text was updated successfully, but these errors were encountered: