* fix: fix GLFW video mode fallback on startup
* fix: fix GLFW mouse activation on startup
* feat: locate macOS game directory when launched from Finder
* feat: ask the user to choose a game directory if gamefiles could not be found
* feat: create an app bundle for macOS builds
* feat: resolve gamefiles inside or beside the app bundle
* fix: distinguish ARM64 Premake platforms
* fix: use libmpg123 pkg-config metadata
* feat: add Xcode support to Premake and CMake
* chore: ignore .DS_Store files
* fix: center mouse cursor when launching and quitting the game
* fix: address a TODO comment
* feat: bundle reVC gamefiles as runtime overrides
* feat: use macOS user directories for saves and settings
* refactor: store macOS game path in reVC.ini
* fix: make Xcode recognize the archive as a macOS app archive
* fix: enable Hardened Runtime for the Xcode app target
* fix: support CMake’s Xcode generator on macOS
* build: remove stale libsndfile linkage
* build: make the app bundle self-contained
* fix: prevent buffer overflow with long game directory paths
* chore: add application category to Info.plist
* fix: omit missing Homebrew OpenAL search paths when using MacPorts
* refactor: move game path declarations to FileMgr header
* build: include the LICENSE file in the app bundle
* Offer MIT-PoU as this repository's licence
* Start the usage register the licence names
* Say in the README what the licence now is, and why MIT fits the old note
Brazilian Portuguese has one of the larger GTA communities and a long-standing
fan translation, but no way to select it: the language menu stops at Spanish and
Text.cpp has no filename for it, so a translated GXT can only be used by
overwriting AMERICAN.GXT and losing English.
This is the same shape as the Polish, Russian and Japanese entries already there
- enum value, PORTUGUESE.GXT in both lookups, menu action and row. No font set
is needed: Portuguese is Latin-1 and the existing EFIGS set already covers its
accented characters, so the default branch in InitialiseChangedLanguageSettings
handles it.
No game data is added. The player supplies PORTUGUESE.GXT themselves, exactly as
with every other language.
FEL_POR is not a key in the stock GXT, so the entry shows its key name until a
translation provides the string - the same situation as the other MORE_LANGUAGES
entries, and it is selectable either way.