Release Notes
10 years 3 months ago - 10 years 3 months ago #432
by Frank
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Replied by Frank on topic Release Notes
2.4.0
- NEW: Added support for multiple Global Sources. By default is only "I2Languages" but you can add any other in LocalizationManager.GlobalSources
- NEW: Dynamic Translation work now in the game by using Google Translator to translate chat messages and other dynamic texts.
- NEW: Localize component will detect automatically which sources contain the translation for its term
- NEW: Tool "Find No Localized Labels" can now filter which labels to include/exclude
- NEW: There is now a button to unlink the Google Spreadsheet Key
- NEW: Added quick links in the Source and Localize inspector to access the Forum, Tutorials and Documentation
- FIX: Adding a Localize component at run time will now initialize its variables correctly
- FIX: Renamed some Example scripts to avoid conflicts. Also added them to the I2.Loc namespace
- FIX: When secondary translation is not set, it will take the value from the object (e.g. Font Name, Atlas, etc)
- FIX: Tool "Find No Localized Labels" now work with TextMesh, TextMeshPro, UI.Text, etc.
- FIX: Avoided creating multiple PlayerPrefs entries for the same language Source (LastGoogleUpdateXXXX)
Show every chat and user message displayed on the device language by using the google translator in-game
- NEW: Added support for multiple Global Sources. By default is only "I2Languages" but you can add any other in LocalizationManager.GlobalSources
- NEW: Dynamic Translation work now in the game by using Google Translator to translate chat messages and other dynamic texts.
- NEW: Localize component will detect automatically which sources contain the translation for its term
- NEW: Tool "Find No Localized Labels" can now filter which labels to include/exclude
- NEW: There is now a button to unlink the Google Spreadsheet Key
- NEW: Added quick links in the Source and Localize inspector to access the Forum, Tutorials and Documentation
- FIX: Adding a Localize component at run time will now initialize its variables correctly
- FIX: Renamed some Example scripts to avoid conflicts. Also added them to the I2.Loc namespace
- FIX: When secondary translation is not set, it will take the value from the object (e.g. Font Name, Atlas, etc)
- FIX: Tool "Find No Localized Labels" now work with TextMesh, TextMeshPro, UI.Text, etc.
- FIX: Avoided creating multiple PlayerPrefs entries for the same language Source (LastGoogleUpdateXXXX)
Show every chat and user message displayed on the device language by using the google translator in-game
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Last edit: 10 years 3 months ago by Frank.
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10 years 2 months ago - 10 years 2 months ago #459
by Frank
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Replied by Frank on topic Release Notes
2.4.1 a4
- NEW: The plugin now detects when using TextMeshPro or TextMeshPro beta, and adds a conditional TMProBeta if the beta is used
- NEW: Local Spreadsheets can be saved as CSV or CSV renamed as TXT to avoid the Unity crash on Mac
- FIX: OnLocalize Callbacks were not called inside the IDE.
- FIX: Errors when compiling to WebPlayer
- NEW: The plugin now detects when using TextMeshPro or TextMeshPro beta, and adds a conditional TMProBeta if the beta is used
- NEW: Local Spreadsheets can be saved as CSV or CSV renamed as TXT to avoid the Unity crash on Mac
- FIX: OnLocalize Callbacks were not called inside the IDE.
- FIX: Errors when compiling to WebPlayer
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Last edit: 10 years 2 months ago by Frank.
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10 years 2 months ago #495
by Frank
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Replied by Frank on topic Release Notes
2.4.2 f1
- NEW: Added an optional bool to allow fixing for RTL when using translation = ScriptLocalization.Get(xxx, true)
- FIX: Realtime translation was failing on some mobile devices
- FIX: Fix error when localizing not empty or non existing terms(this caused Sprites and other Secondary Translations to fail)
- FIX: Terms are now saved after importing them from google
- NEW: Added an optional bool to allow fixing for RTL when using translation = ScriptLocalization.Get(xxx, true)
- FIX: Realtime translation was failing on some mobile devices
- FIX: Fix error when localizing not empty or non existing terms(this caused Sprites and other Secondary Translations to fail)
- FIX: Terms are now saved after importing them from google
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10 years 1 month ago - 10 years 1 month ago #513
by Frank
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Replied by Frank on topic Release Notes
2.4.3 f1
- NEW: Localizing UGUI sprites now supports sprites of type "Multiple"
- NEW: Menu Options to disable/enable auto plugins detection (menu: Tools/I2 Localization/Enable Plugins/...)
- FIX: Using Localize.SetTerm(term) on the Start or Awake functions will not get reverted to the default value
- FIX: Checks for when Localizing prefabs but the referenced objects are not found.
- FIX: Added support for Unity 5.0.0f3
- NEW: Localizing UGUI sprites now supports sprites of type "Multiple"
- NEW: Menu Options to disable/enable auto plugins detection (menu: Tools/I2 Localization/Enable Plugins/...)
- FIX: Using Localize.SetTerm(term) on the Start or Awake functions will not get reverted to the default value
- FIX: Checks for when Localizing prefabs but the referenced objects are not found.
- FIX: Added support for Unity 5.0.0f3
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Last edit: 10 years 1 month ago by Frank.
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10 years 1 month ago - 10 years 3 weeks ago #538
by Frank
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Replied by Frank on topic Release Notes
2.4.4 f1
- NEW: Menu: Tools\I2 Localization\About opens a window showing if there is a new version and has shortcuts to useful information
- NEW: Whenever there is a new version the editor automatically alert you. There are options to opt-out or skip a version
- NEW: Clicking the Translate button next to the Term translations will now use the Term name if no other translation is found
- NEW: Language Source Inspector has now better performance showing the list of terms, languages and scenes
- NEW: The list of languages in the Language Source inspector is now expanded to cover the available space
- NEW: LocalizationCallback can now access the static variables CallBackTerm, CallBackSecondaryTerm, MainTranslation, SecondaryTranslation
- FIX: No longer need to call LocalizationManager.UpdateSource and UpdateDictionary before using LocalizationManager.GetTermsList()
- FIX: NGUI example scene had missing references as the example NGUI atlas changed
2.4.4 f2
- FIX: The UpgradeManager was failing on Unity 5 when accessing the BuildTargetGroup.Unknown
- FIX: Importing from CSV and Google Spreadsheets was ignoring the Language Codes and merging those with identical name
- NEW: Menu: Tools\I2 Localization\About opens a window showing if there is a new version and has shortcuts to useful information
- NEW: Whenever there is a new version the editor automatically alert you. There are options to opt-out or skip a version
- NEW: Clicking the Translate button next to the Term translations will now use the Term name if no other translation is found
- NEW: Language Source Inspector has now better performance showing the list of terms, languages and scenes
- NEW: The list of languages in the Language Source inspector is now expanded to cover the available space
- NEW: LocalizationCallback can now access the static variables CallBackTerm, CallBackSecondaryTerm, MainTranslation, SecondaryTranslation
- FIX: No longer need to call LocalizationManager.UpdateSource and UpdateDictionary before using LocalizationManager.GetTermsList()
- FIX: NGUI example scene had missing references as the example NGUI atlas changed
2.4.4 f2
- FIX: The UpgradeManager was failing on Unity 5 when accessing the BuildTargetGroup.Unknown
- FIX: Importing from CSV and Google Spreadsheets was ignoring the Language Codes and merging those with identical name
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Last edit: 10 years 3 weeks ago by Frank.
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10 years 3 weeks ago #596
by Frank
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Replied by Frank on topic Release Notes
2.4.5 f2
- NEW: Not all international language codes are supported by Google Translator. A fallback language is now provided for those.
- NEW: Import/Export CSV files now supports changing the separator character (Comma, Semicolon, Tab)
- NEW: The Localization is now initialized when calling HasLanguage to allow changing the language before requesting any Translation
- NEW: The tool to bake the terms into ScriptLocalization.cs now replaces invalid characters by '_'
- NEW: Terms in ScriptLocalization.cs can now be clamped to a maximum length, Terms that clash are enumatated (Examp_1, Examp_2)
- NEW: When creating languages, those with a variant didn't list the base language, now the list includes the base (e.g English)
- NEW: All languages in the Add Language popup show the Language Code for easier identification
- FIX: Translating to some languages by using the "Translate" button on the Localize component was failing for some languages
- FIX: When the Language Source had lot of languages, the Terms list was sometimes displayed empty when scrolling
- NEW: Not all international language codes are supported by Google Translator. A fallback language is now provided for those.
- NEW: Import/Export CSV files now supports changing the separator character (Comma, Semicolon, Tab)
Attachment CSVseparator_2015-04-04.jpg not found
- NEW: The Localization is now initialized when calling HasLanguage to allow changing the language before requesting any Translation
- NEW: The tool to bake the terms into ScriptLocalization.cs now replaces invalid characters by '_'
- NEW: Terms in ScriptLocalization.cs can now be clamped to a maximum length, Terms that clash are enumatated (Examp_1, Examp_2)
- NEW: When creating languages, those with a variant didn't list the base language, now the list includes the base (e.g English)
Attachment baseLanguage.jpg not found
- NEW: All languages in the Add Language popup show the Language Code for easier identification
- FIX: Translating to some languages by using the "Translate" button on the Localize component was failing for some languages
- FIX: When the Language Source had lot of languages, the Terms list was sometimes displayed empty when scrolling
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