Release Notes
6 years 9 months ago #2779
by Frank
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Replied by Frank on topic Release Notes
2.8.3
NEW: Runtime Memory optimization by loading/unloading languages depending on which ones is in use
NEW: Added Support for the following languages: (Although Google Translate doesn't support all of them)
Abkhazian, Afar, Akan, Amharic, Aragonese, Assamese, Avaric, Avestan, Aymara, Bambara, Bashkir, Bengali, Bihari,
Bislama, Breton, Burmese, Chamorro, Chechen, Chichewa, Chuvash, Cornish, Corsican, Cree, Divehi, Dzongkha, Ewe,
Fijian, Fulah, Guaraní, Haitian, Hausa, Herero, Hiri Motu, Interlingua, Interlingue, Igbo, Inupiaq, Ido, Inuktitut,
Javanese, Kalaallisut, Kanuri, Kashmiri, Central Khmer, Kikuyu, Kinyarwanda, Kirghiz, Komi, Kongo, Kuanyama,
Luxembourgish, Ganda, Limburgan, Lingala, Lao, Luba-Katanga, Manx, Malagasy, Marshallese, Nauru, Navajo, North Ndebele,
Nepali, Ndonga, Sichuan Yi, South Ndebele, Occitan, Ojibwa, Church Slavic, Oromo, Oriya, Ossetian, Panjabi, Pali, Rundi,
Sanskrit, Sardinian, Sindhi, Northern Sami, Samoan, Sango, Scottish Gaelic, Shona, Sinhala, Somali, Southern Sotho,
Sundanese, Swati, Tajik, Tigrinya, Tibetan, Turkmen, Tagalog, Tswana, Tonga, Tsonga, Twi, Tahitian, Uighur, Venda,
Volapük, Walloon, Wolof, Frisian, Yoruba, Zhuang
NEW: Exposed a variant of the LocalizationManager.ApplyLocalizationParams that can get the parameters from a function
NEW: Localization Target now use ScriptableObject to allow keeping extra parameters to setup the targets
NEW: Android devices now properly detect the Device Language Region (no longer using Unity's Application.SystemLanguage)
FIX: Two parameters in a single translation was failing if the length of the text was not the same
FIX: 'Missing' icon was not showing in the Term's list when in Unity 2017+
FIX: Compatibility with Window Store Apps and UWP
FIX: Support for multiple Localize component in the same GameObject
FIX: Increased the PostProcessBuild priority to avoid conflicting with other plugins
FIX: Assigning None to a Term translation's Object Field was ignored
FIX: LocalizationManager.OnLocalizeEvent now correctly releases all callbacks after finishing Play Mode in the Editor
FIX: Term list in language source was showing empty space for some seconds after unselecting a term
NEW: Runtime Memory optimization by loading/unloading languages depending on which ones is in use
NEW: Added Support for the following languages: (Although Google Translate doesn't support all of them)
Abkhazian, Afar, Akan, Amharic, Aragonese, Assamese, Avaric, Avestan, Aymara, Bambara, Bashkir, Bengali, Bihari,
Bislama, Breton, Burmese, Chamorro, Chechen, Chichewa, Chuvash, Cornish, Corsican, Cree, Divehi, Dzongkha, Ewe,
Fijian, Fulah, Guaraní, Haitian, Hausa, Herero, Hiri Motu, Interlingua, Interlingue, Igbo, Inupiaq, Ido, Inuktitut,
Javanese, Kalaallisut, Kanuri, Kashmiri, Central Khmer, Kikuyu, Kinyarwanda, Kirghiz, Komi, Kongo, Kuanyama,
Luxembourgish, Ganda, Limburgan, Lingala, Lao, Luba-Katanga, Manx, Malagasy, Marshallese, Nauru, Navajo, North Ndebele,
Nepali, Ndonga, Sichuan Yi, South Ndebele, Occitan, Ojibwa, Church Slavic, Oromo, Oriya, Ossetian, Panjabi, Pali, Rundi,
Sanskrit, Sardinian, Sindhi, Northern Sami, Samoan, Sango, Scottish Gaelic, Shona, Sinhala, Somali, Southern Sotho,
Sundanese, Swati, Tajik, Tigrinya, Tibetan, Turkmen, Tagalog, Tswana, Tonga, Tsonga, Twi, Tahitian, Uighur, Venda,
Volapük, Walloon, Wolof, Frisian, Yoruba, Zhuang
NEW: Exposed a variant of the LocalizationManager.ApplyLocalizationParams that can get the parameters from a function
NEW: Localization Target now use ScriptableObject to allow keeping extra parameters to setup the targets
NEW: Android devices now properly detect the Device Language Region (no longer using Unity's Application.SystemLanguage)
FIX: Two parameters in a single translation was failing if the length of the text was not the same
FIX: 'Missing' icon was not showing in the Term's list when in Unity 2017+
FIX: Compatibility with Window Store Apps and UWP
FIX: Support for multiple Localize component in the same GameObject
FIX: Increased the PostProcessBuild priority to avoid conflicting with other plugins
FIX: Assigning None to a Term translation's Object Field was ignored
FIX: LocalizationManager.OnLocalizeEvent now correctly releases all callbacks after finishing Play Mode in the Editor
FIX: Term list in language source was showing empty space for some seconds after unselecting a term
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
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6 years 9 months ago #2840
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
2.8.4
NEW: Component CustomLocalizeCallback with a UnityEvent to set functions that should be called whenever the Language changes
NEW: Localize component now has the Callback as a UnityEvent which allows calling several functions and even passing parameters
NEW: Customizable PlayerPrefs and FileAccess, allowing setting your own functions to handle settings and file IO
NEW: Term's list can now show and filter more than 31 categories (contributed by @71M THANKS!)
NEW: LocalizationManager.CurrentCulture to allow formatting (e.g. string.Format(LocalizationManager.CurrentCulture, "{0:c}", 12))
FIX: Tool CharSet will no longer add Plural tag characters (e.g. [i2p_Zero])
FIX: Refactored BundlesManager to allow implementing a CustomBundlesManager
FIX: Translating a text with a plural parameter (e.g. {[#POINTS]} ) now generate all plural forms in the target language
FIX: Android devices were not auto-detecting some languages on startup
FIX: Translations that starts with characters (') or (=) can now be correctly exported and imported into Google Spreadsheets
FIX: Localize Target was not detected in Unity 2018+
FIX: Building XCode with Append failed unless set to Replace or manually deleting the Localization files
NEW: Component CustomLocalizeCallback with a UnityEvent to set functions that should be called whenever the Language changes
NEW: Localize component now has the Callback as a UnityEvent which allows calling several functions and even passing parameters
NEW: Customizable PlayerPrefs and FileAccess, allowing setting your own functions to handle settings and file IO
NEW: Term's list can now show and filter more than 31 categories (contributed by @71M THANKS!)
NEW: LocalizationManager.CurrentCulture to allow formatting (e.g. string.Format(LocalizationManager.CurrentCulture, "{0:c}", 12))
FIX: Tool CharSet will no longer add Plural tag characters (e.g. [i2p_Zero])
FIX: Refactored BundlesManager to allow implementing a CustomBundlesManager
FIX: Translating a text with a plural parameter (e.g. {[#POINTS]} ) now generate all plural forms in the target language
FIX: Android devices were not auto-detecting some languages on startup
FIX: Translations that starts with characters (') or (=) can now be correctly exported and imported into Google Spreadsheets
FIX: Localize Target was not detected in Unity 2018+
FIX: Building XCode with Append failed unless set to Replace or manually deleting the Localization files
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
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6 years 6 months ago #3126
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
2.8.5
NEW: Once a day (can be configured), the editor will check if the Spreadsheet is up-to-date to avoid issues when playing in device
NEW: Added Language code 'es-US' to support "Spanish (Latin Americas)"
NEW: Added Toggle "Separate Specializations into Rows" to Spreadsheet export inspector, to either merge or split the specializations
NEW: Startup language will now try to match an official language before trying a fallback to any custom language name or variant
FIX: Fallback languages now try finding a language of the same country, and then fallback to the first from the list
FIX: Removed harmless logs marked as error related to File not found or accessible
FIX: Disable language Loading/Unloading on the Switch console
FIX: Some character combinations where producing an error when using the CharSet tool and clicking "Copy to clipboard"
FIX: When the starting language had Fallbacks, those where not loaded correctly
FIX: If the Localize or LanguageSource inspector was open, changing the languages was not updating the inspector preview
FIX: Removed example script using OnMouseUp to avoid showing a warning when building the game (replaced with Unity UI)
NEW: Once a day (can be configured), the editor will check if the Spreadsheet is up-to-date to avoid issues when playing in device
NEW: Added Language code 'es-US' to support "Spanish (Latin Americas)"
NEW: Added Toggle "Separate Specializations into Rows" to Spreadsheet export inspector, to either merge or split the specializations
NEW: Startup language will now try to match an official language before trying a fallback to any custom language name or variant
FIX: Fallback languages now try finding a language of the same country, and then fallback to the first from the list
FIX: Removed harmless logs marked as error related to File not found or accessible
FIX: Disable language Loading/Unloading on the Switch console
FIX: Some character combinations where producing an error when using the CharSet tool and clicking "Copy to clipboard"
FIX: When the starting language had Fallbacks, those where not loaded correctly
FIX: If the Localize or LanguageSource inspector was open, changing the languages was not updating the inspector preview
FIX: Removed example script using OnMouseUp to avoid showing a warning when building the game (replaced with Unity UI)
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
The topic has been locked.
6 years 6 months ago #3127
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
2.8.6
NEW: Menu "Tools/I2 Localization/Toggle Highlight Localized" changes all localized text into "LOC:<TermName>" to easily spot errors
NEW: "Bake Terms" tool now generate another class (ScriptTerms) in ScriptLocalization.cs that class have variables for the Term Names
NEW: Parameters can now be localized if the parameter value is the name of an existing Term
NEW: Terms filtering in the LanguageSource list, now allow prefix 'f xxx' or 'c xx' to search in translations or category
FIX: Downloaded Spreadsheets will also save their key to avoid corrupting the cache when running different versions of the same app
FIX: Google Live Synchronization was not updating the temporal languages files used to save memory at runtime
FIX: GetCommonWordInLanguageNames now does a Case Insensitive comparison ("English (Canada)" can now match "english")
FIX: Latest unity beta was failing to detect TextMeshPro when installed using the PackageManager
FIX: Removed warning regarding Tizen
FIX: Clicking the Language names in the Term's description was not previewing the translations
FIX: Changing Fonts/Objects and Localize Targets when selecting multiple Localize components was only updating one of them
FIX: Charset tool was not removing the last ] from tags
FIX: ParameterManager activation was crashing IOS build in some Unity versions
NEW: Menu "Tools/I2 Localization/Toggle Highlight Localized" changes all localized text into "LOC:<TermName>" to easily spot errors
NEW: "Bake Terms" tool now generate another class (ScriptTerms) in ScriptLocalization.cs that class have variables for the Term Names
NEW: Parameters can now be localized if the parameter value is the name of an existing Term
NEW: Terms filtering in the LanguageSource list, now allow prefix 'f xxx' or 'c xx' to search in translations or category
FIX: Downloaded Spreadsheets will also save their key to avoid corrupting the cache when running different versions of the same app
FIX: Google Live Synchronization was not updating the temporal languages files used to save memory at runtime
FIX: GetCommonWordInLanguageNames now does a Case Insensitive comparison ("English (Canada)" can now match "english")
FIX: Latest unity beta was failing to detect TextMeshPro when installed using the PackageManager
FIX: Removed warning regarding Tizen
FIX: Clicking the Language names in the Term's description was not previewing the translations
FIX: Changing Fonts/Objects and Localize Targets when selecting multiple Localize components was only updating one of them
FIX: Charset tool was not removing the last ] from tags
FIX: ParameterManager activation was crashing IOS build in some Unity versions
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
The topic has been locked.
6 years 6 months ago - 6 years 6 months ago #3128
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
2.8.7
NEW: WebService now has a password to restrict other players from modifying the localization data
NEW: Importing a CSV file from script will now update the temporal files while playing
NEW: A warning is now displayed in top of the LanguageSource when Google Live Sync is enabled but the spreadsheet is not up-to-date
NEW: New option in the Languages tab to define if Runtime Unloading of Languages happens for the source, or if only in the device
NEW: By default, the Runtime Unloading of language will not happen in the Editor (to allow for editing while playing)
NEW: Missing terms are going to show hidden by default, given that they are only suggestions and are making the list to crowded
NEW: Added function LocalizationManager.GetTranslatedObject(termName) to return the translated Sprite/Material/Font/etc from a Term
FIX: Translating and editing terms now keep the [i2nt]...[/i2nt] sections correctly
FIX: Translating texts with rich text tags was removing the tags
FIX: Modified temporal language file format to recover from errors and avoid shifting the term's translations
FIX: When source is set to show a warning when the term is not found, the Localized Parameters was showing the warning
FIX: Corrected wrong layout in Terms list when in Retina displays (contributed by @TailoraSAS)
FIX: Languages with fallback were filling their translations when doing a build
NEW: WebService now has a password to restrict other players from modifying the localization data
NEW: Importing a CSV file from script will now update the temporal files while playing
NEW: A warning is now displayed in top of the LanguageSource when Google Live Sync is enabled but the spreadsheet is not up-to-date
NEW: New option in the Languages tab to define if Runtime Unloading of Languages happens for the source, or if only in the device
NEW: By default, the Runtime Unloading of language will not happen in the Editor (to allow for editing while playing)
NEW: Missing terms are going to show hidden by default, given that they are only suggestions and are making the list to crowded
NEW: Added function LocalizationManager.GetTranslatedObject(termName) to return the translated Sprite/Material/Font/etc from a Term
FIX: Translating and editing terms now keep the [i2nt]...[/i2nt] sections correctly
FIX: Translating texts with rich text tags was removing the tags
FIX: Modified temporal language file format to recover from errors and avoid shifting the term's translations
FIX: When source is set to show a warning when the term is not found, the Localized Parameters was showing the warning
FIX: Corrected wrong layout in Terms list when in Retina displays (contributed by @TailoraSAS)
FIX: Languages with fallback were filling their translations when doing a build
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
Last edit: 6 years 6 months ago by Frank.
The topic has been locked.
6 years 2 months ago #3248
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
2.8.8
NEW: Added a flag to disable Localized Parameters
( inter-illusion.com/forum/i2-localization...ing-design-flaw#3195 )
NEW: Merged all checkboxes in the Localize component into an "Options" popup to make the Localize's inspector use less space
NEW: Find all terms in the Scene/Scripts now also detects those in your code using [TermsPopup] and LocalizedString
FIX: Changing the Font or Material in a TextMeshPro now updates the linkedTextComponent
FIX: Startup language now ignores the disabled Languages if the "Default Language" is set to "Device Language"
FIX: Updated Playmaker example scene to show that it needs the Unity UI Addon.
FIX: Prevented a null reference on the GetSourcePlayerPrefName function when using Google Live Synchronization in Scene's sources
FIX: Google Live Synchronization was failing to load the downloaded data from the cache.
2.8.9
NEW: I2Languages.prefab is now an ScriptableObject instead of a prefab to avoid the locking issues of Unity 2018.3
FIX: Compatibility with Unity 2018.3
FIX: Plural rules for some Slavic languages were using the wrong settings.
NEW: Added a flag to disable Localized Parameters
( inter-illusion.com/forum/i2-localization...ing-design-flaw#3195 )
NEW: Merged all checkboxes in the Localize component into an "Options" popup to make the Localize's inspector use less space
NEW: Find all terms in the Scene/Scripts now also detects those in your code using [TermsPopup] and LocalizedString
FIX: Changing the Font or Material in a TextMeshPro now updates the linkedTextComponent
FIX: Startup language now ignores the disabled Languages if the "Default Language" is set to "Device Language"
FIX: Updated Playmaker example scene to show that it needs the Unity UI Addon.
FIX: Prevented a null reference on the GetSourcePlayerPrefName function when using Google Live Synchronization in Scene's sources
FIX: Google Live Synchronization was failing to load the downloaded data from the cache.
2.8.9
NEW: I2Languages.prefab is now an ScriptableObject instead of a prefab to avoid the locking issues of Unity 2018.3
FIX: Compatibility with Unity 2018.3
FIX: Plural rules for some Slavic languages were using the wrong settings.
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
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