zh locale: pack locale_zh and add reviewed Chinese names
eterpack_pack writes locale packs in the original format (COMPRESS entries, LZO+TEA index), and build_zh_locale.py packs locale/zh into locale_zh.eix/.epk registered in pack/Index instead of leaving loose files. The reviewed translations for names and keys still in English are kept apart from the server snapshot in data/zh_40250/*_zh_overlay.txt (1,607 items, 231 mobs/NPCs, 45 locale_game keys) and override it at build time. Only YMIR, the coordinate-named warp markers and the empty TOOLTIP_UNSEAL_LEFT_TIME remain English. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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@@ -238,6 +238,9 @@ if(BUILD_TESTING AND CMAKE_SYSTEM_NAME STREQUAL CMAKE_HOST_SYSTEM_NAME)
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# Offline locale data builder: retains 40250 proto layout and gameplay fields.
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add_executable(locale_proto_patch ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/locale_proto_patch.cpp)
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target_link_libraries(locale_proto_patch PRIVATE port_platform)
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# Locale packs in the original format (script/build_zh_locale.py packs locale/zh with it).
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add_executable(eterpack_pack ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/eterpack_pack.cpp)
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target_link_libraries(eterpack_pack PRIVATE port_platform)
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# 2V2-e: the same fake server as a process, for the Godot-driven render run
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# (script/python_game_render_test.sh).
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add_executable(port_fake_login_server ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/port_fake_login_server_main.cpp
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