- 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>