Localization Guide¶
The Blender Development for PyCharm plugin aims to provide a native-feeling experience for developers worldwide. This guide covers how localization works and how you can contribute.
How Localization Works (i18n)¶
We use the standard IntelliJ Platform i18n mechanism. All user-facing strings are stored in .properties files in src/main/resources/messages/.
Primary Source:
LangManager.properties(English)Language Bundles:
LangManager_<lang>.properties(e.g.,LangManager_ja.properties)
The code uses LangManager.message("key") to retrieve strings based on the user’s IDE language.
Supported Languages¶
The plugin currently includes translations (some partial) for: Spanish, German, French, Italian, Japanese, Korean, Dutch, Polish, Portuguese, Russian, Simplified Chinese, and Vietnamese.
Contributing Translations¶
We actively seek community help to improve our translations, especially those initially generated by AI.
### 1. Improve Existing Translations
If you find a translation that is incorrect or unnatural:
1. Locate the corresponding LangManager_<lang>.properties file.
2. Update the value after the = sign.
3. Preserve Placeholders: Keep {0}, {1}, etc., exactly as they are.
### 2. Add a New Language
1. Create a new LangManager_<lang>.properties file.
2. Copy the contents of the English LangManager.properties.
3. Translate the values.
Technical Requirements¶
Encoding: Files must use UTF-8.
Escaping: In strings with placeholders, escape literal single quotes with another single quote (e.g.,
It''s {0}).
Workflow¶
Fork and Branch: Create a branch like
i18n/translation-ja.Edit: Modify the
.propertiesfiles.Verify: Run
./gradlew runIdeto check the UI.Pull Request: Submit your changes for review.
Note
Human reviews are our highest priority to ensure technical accuracy that AI might miss!