Fixed untranslatable progress message.

Also updated translation template file.
This commit is contained in:
Oliver Hamlet
2015-01-09 10:41:06 +00:00
parent 0c52ad59d2
commit 1ee2332192
2 changed files with 15 additions and 9 deletions
+14 -8
View File
@@ -2,8 +2,8 @@ msgid ""
msgstr ""
"Project-Id-Version: LOOT v0.7\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2015-01-08 21:05-0000\n"
"PO-Revision-Date: 2015-01-08 21:12-0000\n"
"POT-Creation-Date: 2015-01-09 10:40-0000\n"
"PO-Revision-Date: 2015-01-09 10:40-0000\n"
"Last-Translator: \n"
"Language-Team: \n"
"Language: en\n"
@@ -266,6 +266,10 @@ msgstr ""
msgid "Failed to copy plugin metadata. Details: %1%"
msgstr ""
#: src/gui/handler.cpp:347 src/gui/handler.cpp:907
msgid "Loading plugin contents..."
msgstr ""
#: src/gui/handler.cpp:351
msgid "Checking for conflicting plugins..."
msgstr ""
@@ -324,10 +328,6 @@ msgstr ""
msgid "Failed to update the masterlist. Details: %1%"
msgstr ""
#: src/gui/handler.cpp:907
msgid "Loading plugin contents..."
msgstr ""
#: src/gui/handler.cpp:941
msgid "Failed to sort plugins. Details: %1%"
msgstr ""
@@ -786,18 +786,24 @@ msgstr ""
#: resources/report/js/l10n.js:308
msgid ""
"Plugins can be drag and dropped from the sidebar into editors' \"load after, "
"\"requirements\" and \"incompatibility\" tables."
msgstr ""
#: resources/report/js/l10n.js:309
msgid ""
"Some features are disabled while there is an editor open, or while there is "
"a sorted load order that has not been applied or discarded."
msgstr ""
#: resources/report/js/l10n.js:309
#: resources/report/js/l10n.js:310
msgid ""
"Many interface elements have tooltips. If you don't know what something is, "
"try hovering your mouse over it to find out. Otherwise, LOOT's documentation "
"can be accessed through the main menu."
msgstr ""
#: resources/report/js/l10n.js:311 resources/report/js/script.js:424
#: resources/report/js/l10n.js:312 resources/report/js/script.js:424
msgid "OK"
msgstr ""
+1 -1
View File
@@ -344,7 +344,7 @@ namespace loot {
// Checking for FormID overlap will only work if the plugins have been loaded, so check if
// the plugins have been fully loaded, and if not load all plugins.
if (!g_app_state.CurrentGame().HasBeenLoaded()) {
SendProgressUpdate(frame, "Loading plugin contents...");
SendProgressUpdate(frame, loc::translate("Loading plugin contents..."));
g_app_state.CurrentGame().LoadPlugins(false);
}