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added the ability for languages to specify that they don't have gendered pronouns
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@ -20,6 +20,7 @@ The following list contains a few bits of additional information that you should
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*For example, in `Should {0} really scrap their book {1}?`, the `{0}` will be replaced with the person's name, and the `{1}` will be replaced with the name of a book. If your localization requires that the book's name is placed before the person's name in the sentence, all you have to do is swap the order of these placeholders.*
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*For example, in `Should {0} really scrap their book {1}?`, the `{0}` will be replaced with the person's name, and the `{1}` will be replaced with the name of a book. If your localization requires that the book's name is placed before the person's name in the sentence, all you have to do is swap the order of these placeholders.*
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- `<tb>`, `<i ...>` and other constructs that are surrounded by `<` and `>` are formatting codes. These should be kept in place, and any additional text between the `<` and `>` should also be kept in place.
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- `<tb>`, `<i ...>` and other constructs that are surrounded by `<` and `>` are formatting codes. These should be kept in place, and any additional text between the `<` and `>` should also be kept in place.
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*For example, in `You can rotate furniture by pressing <k Rotate>.`, the formatting code will be replaced with the key value of the keybind to rotate furniture and other objects. If the word `Rotate` in it was changed (or translated), the link to the keybind would be broken.*
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*For example, in `You can rotate furniture by pressing <k Rotate>.`, the formatting code will be replaced with the key value of the keybind to rotate furniture and other objects. If the word `Rotate` in it was changed (or translated), the link to the keybind would be broken.*
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- The `Override` section is for language-specific settings. These values should not be translated, but set to `true` or `false` based on whether a setting should apply for the language.
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- The proper noun for a person in the game is "a Tiny", with the English plural being "Tinies". This term can be slightly or heavily varied based on the language, as long as it's kept consistent. *For example, German words adapted from English usually don't use `ie` instead of `y` for plural, so the German plural is "Tinys".*
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- The proper noun for a person in the game is "a Tiny", with the English plural being "Tinies". This term can be slightly or heavily varied based on the language, as long as it's kept consistent. *For example, German words adapted from English usually don't use `ie` instead of `y` for plural, so the German plural is "Tinys".*
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- To get started translating, simply select the "Review" section in the left sidebar of the project, and then select the language you're working on from the dropdown at the top. All the strings that are either untranslated, or whose English versions have changed, will be listed here. Once you're happy with a string's translation, you can press the green checkmark button to mark it as completed.
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- To get started translating, simply select the "Review" section in the left sidebar of the project, and then select the language you're working on from the dropdown at the top. All the strings that are either untranslated, or whose English versions have changed, will be listed here. Once you're happy with a string's translation, you can press the green checkmark button to mark it as completed.
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- To test your translation, you can export it and put it into the game. To export it, head to the "Files" section in the left sidebar, and then press the `Localization.json` file's export button, which looks like a little cardboard box. In the menu that comes up, select the language you're working on from the dropdown, and leave everything else the same. Now, you can put the exported file into the `Content/Localization` directory of the game's installation. If it's not part of it already, its name also has to be added to the `LanguageNames.json` file.
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- To test your translation, you can export it and put it into the game. To export it, head to the "Files" section in the left sidebar, and then press the `Localization.json` file's export button, which looks like a little cardboard box. In the menu that comes up, select the language you're working on from the dropdown, and leave everything else the same. Now, you can put the exported file into the `Content/Localization` directory of the game's installation. If it's not part of it already, its name also has to be added to the `LanguageNames.json` file.
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