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feat: module translations (spec 019 T090, T091) - #51
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Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> build.sh adds one layer per locales/<tag>.json (en.json excluded) with media type application/vnd.gameplane.module.locale.v1+json. CI runs i18n-check --module on every module that has a locales/ folder; that step needs GameplanePanel/Gameplane#668 merged first. Signed-off-by: Claude <noreply@anthropic.com>
…Valheim Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Signed-off-by: Claude <noreply@anthropic.com>
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The locale check needs GameplanePanel/Gameplane#668 on master; running it last keeps the build.sh and validate.py tests visible meanwhile. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Signed-off-by: Claude <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Signed-off-by: Claude <noreply@anthropic.com>
Before: module bundles carry only the template text, so the dashboard can show module names, settings and actions only in English.
After: a module can ship
locales/<tag>.json.build.shpushes each file as its own OCI layer, CI checks every module that has locales, and Minecraft Java, Terraria and Valheim ship a generatedlocales/en.jsonthat translators start from.How:
build.shadds one layer perlocales/<tag>.jsonexcepten.json, with media typeapplication/vnd.gameplane.module.locale.v1+jsonand the file name as its title, so the operator finds it. The validate workflow runsi18n-check --modulefrom the main repo on every module with alocales/folder. Theen.jsonfiles were generated withgp-module i18n extract, not written by hand. A new root README explains how to add a language.Merge order: this needed GameplanePanel/Gameplane#668 on master first, because the CI step installs
i18n-checkfrom master. #668 is merged now. The rootmodulespointer is bumped only after this PR merges.🤖 Generated with Claude Code