Release Notes

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7 years 1 week ago - 6 years 10 months ago #2130 by Frank
Replied by Frank on topic Release Notes
2.6.11
NEW: App Name can now be localized in both IOS and Android


NEW: Localize term now has two string fields to add a Prefix & Suffix to the translations (e.g. allows adding : at the end of the text)


FIX: IOS Store Integration now works automatically
FIX: Parsing terms was not updating the Term's Usage
FIX: Better support for arabic texts with tags
FIX: Previewing a language in the editor by clicking the Language name, will now respect the RTL or LTR direction depending on the language
FIX: Removed warnings in Unity 5.6
FIX: TextMeshPro not updating the font when using a material name in a subfolder of the Resources

2.6.11 b6
FIX: TextMeshPro now wraps correctly texts from Right-To-Left Languages (e.g. Arabic)
FIX: CharSet tool will now correctly find what Arabic and other RTL characters are used (will apply RTLfix when adding the characters)
FIX: TextMeshPro (paid version, the one with the source code) was not been detected correctly

2.6.11 b7
FIX: Translating a term inferring from Label's text, will no longer remove the non ASCII characters

2.6.11 b8
NEW: Example of how to change the language using a Unity UI Dropdown (component SetLanguageDropdown) see the "uGUI Localization" Scene



2.6.11 f1
FIX: Google Live Sync will now auto-update the scene texts without needing to change the current language
FIX: LocalizationManager.GetTermData will now call InitializeIfNeeded, which also now validates that there are sources available
FIX: Added validation for undefined BuildTargetGroup.Switch in 5.6

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6 years 10 months ago - 6 years 8 months ago #2226 by Frank
Replied by Frank on topic Release Notes
2.6.12
NEW: When a term is not found, its translation will be null instead of "" to diferenciate that case from terms with empty translations
FIX: Terms with empty translations will change the label's text to empty.
FIX: Internal term "-" will not longer be shown in the LanguagesSources
FIX: Several errors when LanguageCode was invalid or only had 1 letter
FIX: Renaming terms in multiple scenes will now correctly save the scenes
FIX: Clicking the inspector to preview a language and then exiting the Localize inspector was only reverting the selected object
FIX: Corrected "RightToLeft Text Rendering" example scene (added names to the labels and made the buttons select the correct language)
FIX: RTL Line Wrap (when maxCharacters>0) will not longer add extra lines at the bottom
FIX: Language Source was downloading data from google when any delay was specified (even when the frequency was set to NEVER)
FIX: Building android on some MAC was failing to resolve the staging path
FIX: RTL languages will now be fixed correctly when surrounded by [] and other simbols
FIX: Compile error (about SceneManager) when running the game in 5.2 or older
FIX: Google Live Sync now will download the data, even if the scene is changed while the spreadsheet is been downloaded
FIX: New TextMeshPro not been detected because the DLL changed its signature

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Last edit: 6 years 8 months ago by Frank.
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6 years 8 months ago #2327 by Frank
Replied by Frank on topic Release Notes
2.7.0
NEW: To separate purposely empty translations from missing ones, the empty translations should be set to ---
NEW: Google Update Frequency can now be set to "OnlyOnce" to only download data from the Spreadsheet the first time the app is executed
FIX: OnMissingTranslation in the LanguageSource now is working as expected
FIX: Compatibility with Unity2017 was causing the editor to not find some EditorStyles and the Translate function was looping forever
FIX: Changing text alignment will not be reverted when switching languages
DEL: ForceTranslate is now removed, use the GoogleTranslation.Translate instead (because Unity 2017 doesn't run www in a separate thread)

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6 years 7 months ago - 6 years 7 months ago #2397 by Frank
Replied by Frank on topic Release Notes
2.8.0 a5
NEW: All saved translations are now encrypted by default, feel free to change the password in StringObfucator.cs for added security



NEW: ScriptLocalization is no longer built by default (to speed out compilation by avoiding checking all the time)
NEW: Instead of ScriptLocalization.Get(xx), it will be better to use LocalizationManager.GetTranslation(xx)
NEW: TermsPopup attribute now has an optional filter (e.g. [TermsPopup("Tutorials")] ). This change was contributed by @michael THANKS!
NEW: LocalizationManager.GetTranslation(Term, overrideLanguage="English") allows retrieving translations outside the current Language.
NEW: Tool PARSE now also detect script reference to LocalizationManager.TryGetTranslation("term")
NEW: Importing terms from Google will now remove invalid (Non-ASCII) characters from the Terms Name
NEW: Selecting the Language Code in the Languages Tab, now shows a more compact list with languages and variants as childs
DEL: Deprecated old TextMeshPro_Pre53
DEL: Removed support for DFGUI (was removed from the AssetStore a while ago, if you still need support, please use I2Loc v2.7.0)
FIX: Android XML with the AppName will now properly escape the name if it contains XML-ilegal characters
FIX: Compatibility update for Unity 2017 when editor is set to .Net 4.6 (thanks to @nox_bello)
FIX: Tool PARSE was not detecting the correct term when ScriptLocalization.Get("xx", param1, param2) had 1 or more params
FIX: In some unity versions, compiling for UWP was throwing an exception when Google Live Sync was used.
FIX: Exporting Chinese Variants in ANDROID was failing because Android uses (zh-rXX instead of zh-XX) [thx to @fur contribution]
FIX: Disabling the last language in the LanguageSource list, was disabling some other UI controls outside that language
FIX: Realtime Translation example was failing when the I2Languages.prefab was not selected
FIX: TextField used to filter the Terms List in the LanguageSource will now not lose the focus when typing

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6 years 4 months ago #2589 by Frank
Replied by Frank on topic Release Notes
2.8.1
NEW: Plural support with multiple Plural forms based on the target language
NEW: LocalizeDropdown now supports TMPro Dropdown
NEW: Adding a Term will automatically detect the Term type (e.g. Sprite, Font,...) (instead of always defaulting to "Text")
NEW: Google Translation will now generate translation for each plural form of the target language
NEW: New Term Type: Child (it enables the child GameObject with the name matching the translation to that language)
NEW: CharSet tool now has buttons to select all languages, clear or invert the selection
NEW: Right-To-Left and Modifiers sections in the Localize inspector will now only show if the term's type is 'Text'
NEW: Confirmation dialog before deleting a Language
NEW: Modified the WebService to support translation requests using POST. This increases the reliability of translating large data sets.
NEW: Added a close button to the Error message in the inspector.
NEW: When the Verify WebService fails, it will now display the error in the inspector
NEW: LocalizationManager.ApplyLocalizationParameters can now use Global, Local parameters or a dictionary of parameters
NEW: LocalizedString inspector now has a button that opens the LanguageSource to allow editing the term
NEW: The LanguageSource now has an option to decide if default Language will be Device Language or the first in the Languages list
NEW: LanguageSource's terms list now shows 3 dots (...) after the last term if some terms were hidden by the category filter
NEW: Sub Sprite Terms will now show the full path of the sprite (e.g. "Atlas.SpriteName")
DEL: Removed the "Translate" button next to each translation to allow for more space. Instead, use the "Translate All" in term/language
FIX: Term Type 'GameObject' now works as expected
FIX: IOS AppName Localization was not exporting languages with regions
FIX: Clicking the delete button ("x") of a disable button will now correctly delete it (no need to manually enable and then delete)
FIX: Google Translation will not longer fail silently when the target language is not supported by Google translate
FIX: Building Android Apps with a name including (') was failing
FIX: Sometimes when playing in editor, changing the language didn't localize all texts

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6 years 1 month ago - 6 years 1 month ago #2745 by Frank
Replied by Frank on topic Release Notes
2.8.2
NEW: Added a version of ForceTranslate to translate several texts at the same time
NEW: The translate/Translate All button will now skip terms that don't have type "Text" (avoid Materials, Fonts, etc)
NEW: Restored the translate button for each translation field, but this time it shows only "T" to still allow more space
NEW: Google Translate will now skip tags (e.g. [tag]..[/tag], <tag>..</tag>)
NEW: Google Translate skips any text inside [i2nt].ignored.text.[i2nt]. Those tags are also not used when rendering translations
NEW: Basic Hindi / Devanagari support
NEW: Optimized GC Allocations, removed runtime usage of Regex
NEW: By default, all scenes will be selected in the LanguageSource tools (Parsing, Renaming, Changing Category, etc)
FIX: Issue with some unity versions failing when Translate All/Export with an error related to 'Rewinding' the POST result
FIX: Issue where clicking the translate button was failing when terms source translation had & or similar symbols
FIX: Issue with some unity versions failing when Translate All/Export with an error related to 'Rewinding' the POST result
FIX: Issue where clicking the translate button was failing when terms source translation had & or similar symbols
FIX: Button "Translate All" will not longer override non-empty translations when input type is Touch instead of Normal
FIX: Play in Editor sometimes failed to localize when changing languages
FIX: Translating all terms to a language with a variant (e.g. en-CA) was failing
FIX: Example scenes had warning loading when the project was set to serialization: Force Text
FIX: Long Key names are now clamped to 100 characters in the terms list so that it doesn't get too wide

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Last edit: 6 years 1 month ago by Frank.
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