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>
This commit is contained in:
mrleo1nidandClaude Opus 5.5 committed 2026-10-25 03:39:40 +03:00
1 parent 5d9ddb6376
commit e1d7b29f77
16 files changed
+4280 -3530

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@@ -193,3 +193,14 @@
}
.pg-main-panel h1 { margin: 0 0 0.5em; font-size: 1.6em; color: var(--pg-accent); }
.pg-main-panel button { text-align: left; }
.pg-select {
font: inherit;
font-size: 0.85em;
color: #fff;
background: rgba(255, 255, 255, 0.07);
border: 1px solid rgba(255, 255, 255, 0.15);
border-radius: 0.3em;
padding: 0.3em 0.6em;
}
.pg-select option { background: #151827; }
.pg-lang { margin-top: 0.6em; }