Main: Load translations and remaps before scene types

This ensures that settings like `gui/theme/custom_font` handle resource
remappings properly, as they load resources in `register_scene_types()`.

Path remaps used to be done before loading scene types in early Godot
versions (as hinted by the "Load Remaps" comment just before "Load Scene
Types") but this was broken when developing new localization features.

Fixes #17640.

(cherry picked from commit bb5dcb6892)
This commit is contained in:
Rémi Verschelde 2021-02-02 15:15:13 +01:00
parent ae215451fc
commit 0c45011779

View file

@ -1323,7 +1323,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
register_server_types();
MAIN_PRINT("Main: Load Remaps");
MAIN_PRINT("Main: Load Boot Image");
Color clear = GLOBAL_DEF("rendering/environment/default_clear_color", Color(0.3, 0.3, 0.3));
VisualServer::get_singleton()->set_default_clear_color(clear);
@ -1374,7 +1374,6 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
MAIN_PRINT("Main: DCC");
VisualServer::get_singleton()->set_default_clear_color(GLOBAL_DEF("rendering/environment/default_clear_color", Color(0.3, 0.3, 0.3)));
MAIN_PRINT("Main: END");
GLOBAL_DEF("application/config/icon", String());
ProjectSettings::get_singleton()->set_custom_property_info("application/config/icon",
@ -1399,7 +1398,16 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF("input_devices/pointing/emulate_mouse_from_touch", true)));
}
MAIN_PRINT("Main: Load Remaps");
MAIN_PRINT("Main: Load Translations and Remaps");
translation_server->setup(); //register translations, load them, etc.
if (locale != "") {
translation_server->set_locale(locale);
}
translation_server->load_translations();
ResourceLoader::load_translation_remaps(); //load remaps for resources
ResourceLoader::load_path_remaps();
MAIN_PRINT("Main: Load Scene Types");
@ -1441,18 +1449,6 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
// This loads global classes, so it must happen before custom loaders and savers are registered
ScriptServer::init_languages();
MAIN_PRINT("Main: Load Translations");
translation_server->setup(); //register translations, load them, etc.
if (locale != "") {
translation_server->set_locale(locale);
}
translation_server->load_translations();
ResourceLoader::load_translation_remaps(); //load remaps for resources
ResourceLoader::load_path_remaps();
audio_server->load_default_bus_layout();
if (use_debug_profiler && script_debugger) {