Release Notes
- interadmin
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11 years 1 month ago - 11 years 1 month ago #26
by interadmin
Release Notes was created by interadmin
1.0.0 f3
- NEW: Custom Editors now allow Undo the changes on the keys and startingLanguage
1.0.0 f2
- FIX: Parsing scenes was executed several times in a row or not at all.
- FIX: Importing CSV will now parse the current scene to show Key Usages
- FIX: A message is shown when Selecting All No Localized labels in scene, if there are none
- FIX: Clicking on the usage number of unused keys will not try to select them
- FIX: Merging Keys will save scenes to avoid loosing changes
1.0.0 f1
- NEW: The language TextAsset files can now be selected and moved in the Language list
- NEW: Languages can now be also added by dragging a TextAsset into the Add Language bars.
- NEW: Keys missing the translation to any of the languages are now highlighted in the Keys List.
- DEL: Removed button "Update NGUI" from the Key list. All data will be saved when the inspector is closed.
- FIX: Filter for list of keys now is case insensitive.
- FIX: Auto opening google Spreadsheet after export was opening two web pages.
- FIX: Deleting a language will not only unlink the TextAsset from NGUI but will also delete the text file.
- FIX: If a TextAsset referenced by NGUI is missing, that language is not shown
- FIX: Removed compile warnings when in WebPlayer platform
- FIX: Removed exception when adding keys before creating a language
- FIX: Adding multiple keys to NGUI was only adding the first one and returning an exception
1.0.0 b2
- NEW: Added a TextField to filter the list of keys.
- NEW: Option to auto open the Google Spreadsheet doc after exporting.
- NEW: Added a centralized Error reporting.
- NEW: Option to save or not the google password.
- NEW: Added a menu option to quickly access the help. (Help\I2 Localization For NGUI).
- NEW: Key list show a warning icon on the keys that are used in the scenes but are not in the NGUI files.
- FIX: An error will show when contacting Google Translation on the WebPlayer Platform as its not yet supported.
- FIX: Google public spreadsheet Key is now remembered when the editor opens.
1.0.0 b1
- NEW: First Version including core features.
- NEW: Custom Editors now allow Undo the changes on the keys and startingLanguage
1.0.0 f2
- FIX: Parsing scenes was executed several times in a row or not at all.
- FIX: Importing CSV will now parse the current scene to show Key Usages
- FIX: A message is shown when Selecting All No Localized labels in scene, if there are none
- FIX: Clicking on the usage number of unused keys will not try to select them
- FIX: Merging Keys will save scenes to avoid loosing changes
1.0.0 f1
- NEW: The language TextAsset files can now be selected and moved in the Language list
- NEW: Languages can now be also added by dragging a TextAsset into the Add Language bars.
- NEW: Keys missing the translation to any of the languages are now highlighted in the Keys List.
- DEL: Removed button "Update NGUI" from the Key list. All data will be saved when the inspector is closed.
- FIX: Filter for list of keys now is case insensitive.
- FIX: Auto opening google Spreadsheet after export was opening two web pages.
- FIX: Deleting a language will not only unlink the TextAsset from NGUI but will also delete the text file.
- FIX: If a TextAsset referenced by NGUI is missing, that language is not shown
- FIX: Removed compile warnings when in WebPlayer platform
- FIX: Removed exception when adding keys before creating a language
- FIX: Adding multiple keys to NGUI was only adding the first one and returning an exception
1.0.0 b2
- NEW: Added a TextField to filter the list of keys.
- NEW: Option to auto open the Google Spreadsheet doc after exporting.
- NEW: Added a centralized Error reporting.
- NEW: Option to save or not the google password.
- NEW: Added a menu option to quickly access the help. (Help\I2 Localization For NGUI).
- NEW: Key list show a warning icon on the keys that are used in the scenes but are not in the NGUI files.
- FIX: An error will show when contacting Google Translation on the WebPlayer Platform as its not yet supported.
- FIX: Google public spreadsheet Key is now remembered when the editor opens.
1.0.0 b1
- NEW: First Version including core features.
Last edit: 11 years 1 month ago by interadmin.
The topic has been locked.
11 years 1 week ago - 11 years 1 week ago #36
by Frank
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Replied by Frank on topic Release Notes
2.0.0 a1
- NEW: Support for Daikon Forge GUI components
- NEW: Support for uGUI as of the Unity 4.6 beta 2 (this is only available for users in the beta test group)
- NEW: Terms can now have a type (Text, Object, Audio, Font, Sprite)
- NEW: Terms can be set to generate the ScriptLocalization.cs for Compile-Time-Checking of used Terms.
- FIX: Changed the Terms preview based on the Term Type
- FIX: Language Sources can now be in the Resources folder, the scene or bundled
- FIX: Component Localize allows to change the target for localizing more than one component in one GameObject
1.8.0
- NEW: Callbacks can be setup on the editor for correct concatenation according to the language
- NEW: Event system for callbacks with reflection
- NEW: Moved all localization calls into events for localizing more types of components without much code change
- FIX: Moved NGUI and UnityStandard localization code into separated files to minimize dependencies
1.7.0
- NEW: Localize component has now Primary and Secondary Terms
- NEW: Secondary term allows localizing Fonts on Labels
- NEW: Secondary term allows localizing Atlas on Sprites
- NEW: Support for localizing Prefabs
- NEW: Support for localizing GUITexture
1.6.0
- NEW: Added separated components to localize labels and sprites to remove the dependency with the NGUI localization
- NEW: Support for localizing Audio Clips
- NEW: Support for localizing GUIText
- NEW: Support for localizing TextMesh
1.4.0
- NEW: The filter on the Terms list can now have multiple values (e.g. "Tuto;Beg" will show only the terms containing "Tuto" or "Beg"
- NEW: Added References to the UILocalize component to be able of store not only text but also objects
- FIX: UILocalize will now show the Localization source it references
1.3.0
- NEW: Languages can now be moved up and down to organize them
- NEW: Allowed to filter by category on the Terms list
- FIX: First language in the list becomes now the starting/default language
1.2.0
- NEW: Merged Import and Export tabs to allow for external data sources that could be synchronized
- NEW: Ability to categorize Terms to improve organization (e.g. Tutorial, Main, Game Screen, etc)
- NEW: Each term category exports into a separated sheet when linking to Google Spreadsheets
- NEW: Parsing scenes for changing the category on selected terms
1.0.2
- FIX: Improved performance on the inspector by removing unneeded Layout functions
- FIX: General Code Cleanup
- NEW: Support for Daikon Forge GUI components
- NEW: Support for uGUI as of the Unity 4.6 beta 2 (this is only available for users in the beta test group)
- NEW: Terms can now have a type (Text, Object, Audio, Font, Sprite)
- NEW: Terms can be set to generate the ScriptLocalization.cs for Compile-Time-Checking of used Terms.
- FIX: Changed the Terms preview based on the Term Type
- FIX: Language Sources can now be in the Resources folder, the scene or bundled
- FIX: Component Localize allows to change the target for localizing more than one component in one GameObject
1.8.0
- NEW: Callbacks can be setup on the editor for correct concatenation according to the language
- NEW: Event system for callbacks with reflection
- NEW: Moved all localization calls into events for localizing more types of components without much code change
- FIX: Moved NGUI and UnityStandard localization code into separated files to minimize dependencies
1.7.0
- NEW: Localize component has now Primary and Secondary Terms
- NEW: Secondary term allows localizing Fonts on Labels
- NEW: Secondary term allows localizing Atlas on Sprites
- NEW: Support for localizing Prefabs
- NEW: Support for localizing GUITexture
1.6.0
- NEW: Added separated components to localize labels and sprites to remove the dependency with the NGUI localization
- NEW: Support for localizing Audio Clips
- NEW: Support for localizing GUIText
- NEW: Support for localizing TextMesh
1.4.0
- NEW: The filter on the Terms list can now have multiple values (e.g. "Tuto;Beg" will show only the terms containing "Tuto" or "Beg"
- NEW: Added References to the UILocalize component to be able of store not only text but also objects
- FIX: UILocalize will now show the Localization source it references
1.3.0
- NEW: Languages can now be moved up and down to organize them
- NEW: Allowed to filter by category on the Terms list
- FIX: First language in the list becomes now the starting/default language
1.2.0
- NEW: Merged Import and Export tabs to allow for external data sources that could be synchronized
- NEW: Ability to categorize Terms to improve organization (e.g. Tutorial, Main, Game Screen, etc)
- NEW: Each term category exports into a separated sheet when linking to Google Spreadsheets
- NEW: Parsing scenes for changing the category on selected terms
1.0.2
- FIX: Improved performance on the inspector by removing unneeded Layout functions
- FIX: General Code Cleanup
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Last edit: 11 years 1 week ago by Frank.
The topic has been locked.
11 years 1 week ago - 11 years 1 week ago #39
by Frank
Are you
Give I2L
5 stars!
Are you
Please lets us know how to improve it!
Replied by Frank on topic Release Notes
2.0.0 a2
- NEW: Support for languages using Right To Left (RTL) with correct rendering for Arabic languages.
- NEW: Added a toggle on the Localize component to allow discarding RTL processing for selected objects.
- NEW: Languages can now have a Language code to allow for Language Regions (e.g. English Canada vs English United States)
- NEW: Automatic Translation using Google Services will use the language code instead of the Language Name
- NEW: CSV and Google Spreadsheets will save the language code if needed
- FIX: When adding a language to a source the editor will not switch to the Terms tab. That allows adding several at once.
- FIX: Menu options was moved from "Menu > Assets > I2 Localization" to "Tools > I2 Localization"
- FIX: Localization Manager will not allow changing to a language that doesn't exist
- NEW: Support for languages using Right To Left (RTL) with correct rendering for Arabic languages.
- NEW: Added a toggle on the Localize component to allow discarding RTL processing for selected objects.
- NEW: Languages can now have a Language code to allow for Language Regions (e.g. English Canada vs English United States)
- NEW: Automatic Translation using Google Services will use the language code instead of the Language Name
- NEW: CSV and Google Spreadsheets will save the language code if needed
- FIX: When adding a language to a source the editor will not switch to the Terms tab. That allows adding several at once.
- FIX: Menu options was moved from "Menu > Assets > I2 Localization" to "Tools > I2 Localization"
- FIX: Localization Manager will not allow changing to a language that doesn't exist
Are you

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To get the betas as soon as they are ready,
check this out
Last edit: 11 years 1 week ago by Frank.
The topic has been locked.
11 years 1 day ago - 11 years 1 day ago #44
by Frank
Are you
Give I2L
5 stars!
Are you
Please lets us know how to improve it!
Replied by Frank on topic Release Notes
2.0.1 f1
- NEW: When an object is set as a translation, the object is also added automatically to the Reference array
- FIX: Importing from Google Spreadsheets will not longer generate 'Description' as a language
- FIX: The editor will show a message if exporting to Google fails
- FIX: The variable is IsLeft2Right was renamed as IsRight2Left to match its behavior
- FIX: Importing Google Spreadsheets no longer duplicate the languages
- FIX: Importing CSV was skipping some languages and not parsing terms after import
- FIX: Converted encoded translations into its ASCII characters ("Il s\x26#39;agit" -> "Il s'agit")
- FIX: Terms Section in the Localize custom editor can be collapsed
- FIX: Localize custom editor becomes more compact and easy to read when several sections are collapsed
- FIX: Expanded Terms in the LanguageSource will display an Arrow to make evident that they can be collapsed
- FIX: Terms description is now collapsed automatically when another term is selected
- FIX: The spreadsheet was been opened in the browser even if the Open Spreadsheet after Export flag was disabled
- NEW: When an object is set as a translation, the object is also added automatically to the Reference array
- FIX: Importing from Google Spreadsheets will not longer generate 'Description' as a language
- FIX: The editor will show a message if exporting to Google fails
- FIX: The variable is IsLeft2Right was renamed as IsRight2Left to match its behavior
- FIX: Importing Google Spreadsheets no longer duplicate the languages
- FIX: Importing CSV was skipping some languages and not parsing terms after import
- FIX: Converted encoded translations into its ASCII characters ("Il s\x26#39;agit" -> "Il s'agit")
- FIX: Terms Section in the Localize custom editor can be collapsed
- FIX: Localize custom editor becomes more compact and easy to read when several sections are collapsed
- FIX: Expanded Terms in the LanguageSource will display an Arrow to make evident that they can be collapsed
- FIX: Terms description is now collapsed automatically when another term is selected
- FIX: The spreadsheet was been opened in the browser even if the Open Spreadsheet after Export flag was disabled
Are you

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To get the betas as soon as they are ready,
check this out
Last edit: 11 years 1 day ago by Frank.
The topic has been locked.
10 years 11 months ago - 10 years 11 months ago #52
by Frank
Are you
Give I2L
5 stars!
Are you
Please lets us know how to improve it!
Replied by Frank on topic Release Notes
2.0.2 f1
- NEW: UIFonts fonts can now be localized on NGUI
- FIX: Some example scenes were corrupted
- FIX: Modified the plugin to be compatible with Unity5
- NEW: UIFonts fonts can now be localized on NGUI
- FIX: Some example scenes were corrupted
- FIX: Modified the plugin to be compatible with Unity5
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To get the betas as soon as they are ready,
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Last edit: 10 years 11 months ago by Frank.
The topic has been locked.
10 years 11 months ago - 10 years 10 months ago #57
by Frank
Are you
Give I2L
5 stars!
Are you
Please lets us know how to improve it!
Replied by Frank on topic Release Notes
2.0.3 b1
- NEW: The plugin will now check and enable by default all Plugins included in the project (NGUI,DFGUI,UGUI)
- NEW: Global Localization Source (I2Languages) its now empty by default to make it easy to start a new project
- FIX: Moved the Terms used in each example scene to a new Language Source inside each scene
- DEL: Removed Resources.UnloadAsset when changing the localization to avoid unloading referenced assets
2.0.3 b2
- NEW: When more than one localization type is available, the plugin allows you to select which component to localize
- FIX: When localizing secondary elements (Atlas, Fonts) the system checks that they still exist to avoid null exceptions
- FIX: Localization of Prefab now have the lowest priority to easy localizing labels/sprites with children
2.0.3 f1
- NEW: Support for localizing 2D-ToolKit (TextMeshes, Sprites, Fonts, Collections)
2.0.3 f2
- FIX: Moved all example scripts into the I2.Loc namespace to avoid conflicts
- FIX: Static Localization on NGUI 3.5.8 was breaking the function to convert from NGUI to I2.
- NEW: The plugin will now check and enable by default all Plugins included in the project (NGUI,DFGUI,UGUI)
- NEW: Global Localization Source (I2Languages) its now empty by default to make it easy to start a new project
- FIX: Moved the Terms used in each example scene to a new Language Source inside each scene
- DEL: Removed Resources.UnloadAsset when changing the localization to avoid unloading referenced assets
2.0.3 b2
- NEW: When more than one localization type is available, the plugin allows you to select which component to localize
- FIX: When localizing secondary elements (Atlas, Fonts) the system checks that they still exist to avoid null exceptions
- FIX: Localization of Prefab now have the lowest priority to easy localizing labels/sprites with children
2.0.3 f1
- NEW: Support for localizing 2D-ToolKit (TextMeshes, Sprites, Fonts, Collections)
2.0.3 f2
- FIX: Moved all example scripts into the I2.Loc namespace to avoid conflicts
- FIX: Static Localization on NGUI 3.5.8 was breaking the function to convert from NGUI to I2.
Are you

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check this out
Last edit: 10 years 10 months ago by Frank.
The topic has been locked.
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