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Misspell

A spreadsheet for gettext translations, right inside the Godot editor.

Misspell adds a Misspell screen next to 2D, 3D and Script. Pick a catalog and every language opens side by side: one row per text, one column per language, edited in place.

The table

  • Spreadsheet editing: type to replace a cell, Enter / Tab to move on, Ctrl+Z / Ctrl+Y to undo and redo, Ctrl+C / Ctrl+V to copy and paste.
  • See what's missing at a glance: untranslated cells are red, fuzzy ones amber, and every column title shows how far its language is (pl · Polish 76%).
  • Contexts (msgctxt) get their own column, so Close in a menu and Close a door stay apart.
  • Search across sources, contexts and all translations, and filter to show only untranslated, fuzzy, plural texts or texts with problems.
  • Right-click a cell to copy the source into the translation, toggle fuzzy, clear it, make a text plural or delete it.

Plural forms, done properly

English has two plural forms, Polish three, Arabic six, Japanese one. Misspell gives every form its own row, and an empty form shows the numbers it is for (few · n = 2–4, 22–24, …), so translators know what to write without knowing the rule by heart.

The details panel has a Try n field: pick a number and see which form each language uses for it, with the number filled in.

Plural rules for the languages games are usually translated into are built in. Type de, pt_BR or pl and the right rule is filled in.

Keys as paths: the tree

If your sources are keys like menu/options/audio/music rather than English sentences, Misspell shows them as a folder tree. Each folder shows per language how many of its texts are done (5/6).

  • Create, rename and delete folders.
  • Drag and drop keys or whole folders. Every key is renamed in every file, in a single undo step.

Checks

The warnings column flags placeholders ({name}, %s, %d …) that are missing from a translation or not in the source, line breaks that don't match, and too many plural forms.

Template and languages

  • Update brings every language in line with the .pot template, like msgmerge: new texts are added, removed ones become obsolete (and come back with their translation if they return).
  • Language creates the .po file for a new language and can register it in the project settings.
  • Clean diffs: comments, flags, references, obsolete entries and the order of everything are kept, so a diff shows only what you changed.
  • Translations reload after saving, and running the game saves first.

In code

The PO model is plain C# and works at runtime too, for tools or mods that read and write PO files:

var po = PoCatalog.Parse(FileAccess.GetFileAsString("res://locale/pl.po")); var form = po.Plurals.FormFor(5); // 2: "many" in Polish

Changelog for version 0.4.0

2026-10-26 09:50:04

No changelog provided for this version.

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