Localization stage 1: stable IDs, import of tl/ translations, language picker
- every script node gets a permanent id, say nodes a Ren'Py-style tid - all languages from the game's tl/ are imported at conversion: dialogue blocks matched by their source-location comment or by label + original text, `translate strings` become a per-language strings table - source language from config.language or detected from the dialogue - manifest stores locales/<lang>/<module>.json and strings.json; game.json lists sourceLang and available locales with progress - player: language picker in main menu and settings, fallback to source, __(), [var!t] and _preferences.language - parser: `default` with init priority, and one bad statement no longer drops the whole file - docs/LOCALIZATION.md: design for translations, publishing and mods Line endings of several converter/player files go back to LF: an earlier commit accidentally stored them as CRLF. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -193,3 +193,14 @@
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}
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.pg-main-panel h1 { margin: 0 0 0.5em; font-size: 1.6em; color: var(--pg-accent); }
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.pg-main-panel button { text-align: left; }
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.pg-select {
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font: inherit;
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font-size: 0.85em;
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color: #fff;
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background: rgba(255, 255, 255, 0.07);
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border: 1px solid rgba(255, 255, 255, 0.15);
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border-radius: 0.3em;
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padding: 0.3em 0.6em;
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}
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.pg-select option { background: #151827; }
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.pg-lang { margin-top: 0.6em; }
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