I couldn't find a solid demo for using CSV translations in Godot (4.6+) that also used actual keys instead of english text as each string's key.
I have very low confidence that these translations OR plural rules are correct. I just wanted to test how the parsing and CSV formatting worked.
translations/example.csv is the example from the Godot docs
translations/main.csv has my demo translations
Each language can (should?) have its own pluralization rule. This is specified
on line 2 in the column for that language. You can see in main.csv that
English, French, and Russian all have different rules.
Strings without plural forms can be represented as a single line. Leave the
?plural column empty.
To make a string with plural forms, start by writing the singular form. Add the
key for the plural version of the string in the ?plural column.
On the next line, write the next plural form for that language. Leave the key
and ?plural columns empty.
Since some languages have more plural forms than others (ie. Russian has 3... I
think), you will need to leave some cells empty. Notice in main.csv how the
Russian translation for output_content has 3 forms, but the English and French
translations only have 2. So on line 9 we just leave the en and fr columns
empty.
On rows that are specifying plural forms, we have to leave the key and ?plural
columns empty. You may not fill these with copies of the singular and plural
key - the generated .translation files will fail to load the pluralized
strings at runtime (bug in Godot's CSV parser? should probably get caught at
parse time).
Remember to add the translations in your Project Settings! This is covered in the Godot docs.
