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Document how to test translations with the test project setting (#5488)
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Rémi Verschelde
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@@ -202,10 +202,24 @@ Icons with left and right pointing arrows which may need to be reversed for Arab
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and Hebrew locales, in case they indicate movement or direction (e.g. back/forward
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buttons), otherwise they can remain the same.
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Command line
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------------
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Testing translations
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--------------------
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Language can be tested when running Godot from the command line.
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You may want to test a project's translation before releasing it. Godot provides two ways
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to do this.
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First, in the Project Settings, under **Input Devices > Locale**, there is a **Test**
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property. Set this property to the locale code of the language you want to test. Godot will
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run the project with that locale when the project is run (either from the editor or when
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exported).
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..image:: img/locale_test.png
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Keep in mind that since this is a project setting, it will show up in version control when
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it is set to a non-empty value. Therefore, it should be set back to an empty value before
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committing changes to version control.
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Translations can also be tested when running Godot from the command line.
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For example, to test a game in French, the following argument can be
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supplied:
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