The issue regarding Unicode characters failing to compile in version 1.11.1

In version 1.10.4, after modifying the configuration of the LSP syntax service, Unicode characters could be compiled normally when used as variable names in scripts. However, in version 1.11.1, they fail to compile. What is the reason for this?

Additionally, it is recommended that the default script support Unicode characters, as this would cause no loss for English programmers while providing a better programming experience for programmers using other languages worldwide. Using Unicode characters in Lua source code does not incur any performance overhead. This is also a common practice in modern programming languages. Alternatively, an option could be provided in the editor for programmers to choose.

Based on personal experience, for beginners, teaching in a localized language makes it easier for them to understand. Once they become proficient, the differences brought by the language become minimal.

Have you submitted a feature request for this? It ties neatly together with our current effort of localizing the editor. Supporting source code files with other locales also make sense.

Since I am not aware of the official working group’s vision and attitude toward localization, if they support and encourage this practice, I will make my own efforts in these areas. After all, I am only a beginner in Clojure and have temporarily learned it out of the need for localizing the editor, so my capabilities are limited.

At the same time, I hope to achieve localization in various aspects such as the website and its content, documentation, tutorials, APIs, and more. With the help of AI, as long as a well-structured separation and injection of content requiring translation is established, the cost of converting content between different languages is relatively low.

Localization efforts could be highly meaningful. Language barriers pose a significant obstacle for beginners, especially younger game development enthusiasts who have not yet had the time to fully master English. This is also reflected in the demand for tutorials and other resources.

We (mainly @vlaaad) are actively building the localisation system for the editor, breaking out hardcoded and dynamic strings. Currently completed parts:

https://github.com/defold/defold/pulls?q=is%3Apr+author%3Avlaaad+is%3Aclosed+label%3Alocalization

There’s a couple of weeks of work left, but we’re going to get to a point where it will be very easy to add translations for your own language.

Main focus should be on translating documentation. The rest of the website has lower priority in my opinion (but would be nice to have as well).

We totally agree, which is why we are doing the localization of the editor itself.

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:grinning_face_with_smiling_eyes: Excellent, I’m looking forward to its completion. I hope I can contribute to the improvements around Defold. I will strive to build this community and attract more users, as Defold is the best 2D game engine I know of. I hope it continues to maintain its characteristics of high performance, small size, ease of use, and stability. Although Defold has been developing for many years, there is still much work to be done: such as better integration with AI, systematic teaching and training, and a rich variety of plugins, among others.

Let’s work together to build a warm community and a powerful, easy-to-use engine. Thank you to all the developers for your efforts and the spirit of openness and open source.

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We will set up a crowdin project for localization collaboration, if you decide to contribute localization, you wouldn’t need Clojure knowledge, you’ll only need a crowdin account and knowledge of our localization message format (icu4j)

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Okay.