diff --git a/tutorials/i18n/img/locale_test.png b/tutorials/i18n/img/locale_test.png deleted file mode 100644 index bceb65c86c9..00000000000 Binary files a/tutorials/i18n/img/locale_test.png and /dev/null differ diff --git a/tutorials/i18n/img/locale_test.webp b/tutorials/i18n/img/locale_test.webp new file mode 100644 index 00000000000..67ebae0339b Binary files /dev/null and b/tutorials/i18n/img/locale_test.webp differ diff --git a/tutorials/i18n/internationalizing_games.rst b/tutorials/i18n/internationalizing_games.rst index be9fc801af4..0647ae0afd6 100644 --- a/tutorials/i18n/internationalizing_games.rst +++ b/tutorials/i18n/internationalizing_games.rst @@ -292,12 +292,12 @@ Testing translations You may want to test a project's translation before releasing it. Godot provides two ways to do this. -First, in the Project Settings, under **Input Devices > Locale**, there is a **Test** +First, in the Project Settings, under **Internationalization > Locale** (with advanced settings enabled), there is a **Test** property. Set this property to the locale code of the language you want to test. Godot will run the project with that locale when the project is run (either from the editor or when exported). -.. image:: img/locale_test.png +.. image:: img/locale_test.webp Keep in mind that since this is a project setting, it will show up in version control when it is set to a non-empty value. Therefore, it should be set back to an empty value before