172 lines
7.6 KiB
Markdown
172 lines
7.6 KiB
Markdown
# How to contribute efficiently
|
|
|
|
Sections covered in this file:
|
|
|
|
* [Reporting bugs or proposing features](#reporting-bugs-or-proposing-features)
|
|
* [Contributing pull requests](#contributing-pull-requests)
|
|
* [Contributing to Godot's translation](#contributing-to-godots-translation)
|
|
* [Communicating with developers](#communicating-with-developers)
|
|
|
|
**Please read the first section before reporting a bug!**
|
|
|
|
## Reporting bugs or proposing features
|
|
|
|
The golden rule is to **always open *one* issue for *one* bug**. If you notice
|
|
several bugs and want to report them, make sure to create one new issue for
|
|
each of them.
|
|
|
|
Everything referred to hereafter as "bug" also applies for feature requests.
|
|
|
|
If you are reporting a new issue, you will make our life much simpler (and the
|
|
fix come much sooner) by following those guidelines:
|
|
|
|
#### Search first in the existing database
|
|
|
|
Issues are often reported several times by various users. It's a good practice
|
|
to **search first** in the issues database before reporting your issue. If you
|
|
don't find a relevant match or if you are unsure, don't hesitate to **open a
|
|
new issue**. The bugsquad will handle it from there if it's a duplicate.
|
|
|
|
#### Specify the platform
|
|
|
|
Godot runs on a large variety of platforms and operating systems and devices.
|
|
If you believe your issue is device/platform dependent (for example if it is
|
|
related to the rendering, crashes or compilation errors), please specify:
|
|
* Operating system
|
|
* Device (including architecture, e.g. x86, x86_64, arm, etc.)
|
|
* GPU model (and driver in use if you know it)
|
|
|
|
#### Specify steps to reproduce
|
|
|
|
Many bugs can't be reproduced unless specific steps are taken. Please **specify
|
|
the exact steps** that must be taken to reproduce the condition, and try to
|
|
keep them as minimal as possible.
|
|
|
|
#### Provide a simple, example project
|
|
|
|
Sometimes an unexpected behavior happens in your project. In such case,
|
|
understand that:
|
|
* What happens to you may not happen to other users.
|
|
* We can't take the time to look at your project, understand how it is set up
|
|
and then figure out why it's failing.
|
|
|
|
To speed up our work, please prepare for us **a simple project** that isolates
|
|
and reproduces the issue. This is always the **the best way for us to fix it**.
|
|
You can attach a zip file with the minimal project directly to the bug report,
|
|
by drag and dropping the file in the GitHub edition field.
|
|
|
|
## Contributing pull requests
|
|
|
|
If you want to add new engine functionalities, please make sure that:
|
|
|
|
* This functionality is desired.
|
|
* You talked to other developers on how to implement it best (on either
|
|
communication channel, and maybe in a GitHub issue first before making your
|
|
PR).
|
|
* Even if it does not get merged, your PR is useful for future work by another
|
|
developer.
|
|
|
|
Similar rules can be applied when contributing bug fixes - it's always best to
|
|
discuss the implementation in the bug report first if you are not 100% about
|
|
what would be the best fix.
|
|
|
|
In addition to the following tips, also take a look at the
|
|
[Engine development guide](http://docs.godotengine.org/en/latest/development/cpp/)
|
|
for an introduction to developing on Godot.
|
|
|
|
#### Be nice to the git history
|
|
|
|
Try to make simple PRs that handle one specific topic. Just like for reporting
|
|
issues, it's better to open 3 different PRs that each address a different issue
|
|
than one big PR with three commits.
|
|
|
|
When updating your fork with upstream changes, please use ``git pull --rebase``
|
|
to avoid creating "merge commits". Those commits unnecessarily pollute the git
|
|
history when coming from PRs.
|
|
|
|
Also try to make commits that bring the engine from one stable state to another
|
|
stable state, i.e. if your first commit has a bug that you fixed in the second
|
|
commit, try to merge them together before making your pull request (see ``git
|
|
rebase -i`` and relevant help about rebasing or amending commits on the
|
|
Internet).
|
|
|
|
This git style guide has some good practices to have in mind:
|
|
[Git Style Guide](https://github.com/agis-/git-style-guide)
|
|
|
|
#### Format your commit logs with readability in mind
|
|
|
|
The way you format your commit logs is quite important to ensure that the
|
|
commit history and changelog will be easy to read and understand. A git commit
|
|
log is formatted as a short title (first line) and an extended description
|
|
(everything after the first line and an empty separation line).
|
|
|
|
The short title is the most important part, as it is what will appear in the
|
|
`shortlog` changelog (one line per commit, so no description shown) or in the
|
|
GitHub interface unless you click the "expand" button. As the name tells it,
|
|
try to keep that first line relatively short (ideally <= 50 chars, though it's
|
|
rare to be able to tell enough in so few characters, so you can go a bit
|
|
higher) - it should describe what the commit does globally, while details would
|
|
go in the description. Typically, if you can't keep the title short because you
|
|
have too much stuff to mention, it means that you should probably split your
|
|
changes in several commits :)
|
|
|
|
Here's an example of a well-formatted commit log (note how the extended
|
|
description is also manually wrapped at 80 chars for readability):
|
|
|
|
```
|
|
Prevent French fries carbonization by fixing heat regulation
|
|
|
|
When using the French fries frying module, Godot would not regulate the heat
|
|
and thus bring the oil bath to supercritical liquid conditions, thus causing
|
|
unwanted side effects in the physics engine.
|
|
|
|
By fixing the regulation system via an added binding to the internal feature,
|
|
this commit now ensures that Godot will not go past the ebullition temperature
|
|
of cooking oil under normal atmospheric conditions.
|
|
|
|
Fixes #1789, long live the Realm!
|
|
```
|
|
|
|
*Note:* When using the GitHub online editor (or worse, the drag and drop
|
|
feature), *please* edit the commit title to something meaningful. Commits named
|
|
"Update my_file.cpp" will not be accepted.
|
|
|
|
## Contributing to Godot's translation
|
|
|
|
You can contribute to Godot's translation from the [Hosted
|
|
Weblate](https://hosted.weblate.org/projects/godot-engine/godot), an open
|
|
source and web-based translation platform. Please refer to the [translation
|
|
readme](editor/translations/README.md) for more information.
|
|
|
|
## Communicating with developers
|
|
|
|
The Godot Engine community has [many communication
|
|
channels](https://godotengine.org/community), some used more for user-level
|
|
discussions and support, others more for development discussions.
|
|
|
|
To communicate with developers (e.g. to discuss a feature you want to implement
|
|
or a bug you want to fix), the following channels can be used:
|
|
- [GitHub issues](https://github.com/godotengine/godot/issues): If there is an
|
|
existing issue about a topic you want to discuss, just add a comment to it -
|
|
all developers watch the repository and will get an email notification. You
|
|
can also create a new issue - please keep in mind to create issues only to
|
|
discuss quite specific points about the development, and not general user
|
|
feedback or support requests.
|
|
- [#godotengine-devel IRC channel on
|
|
Freenode](https://webchat.freenode.net/?channels=godotengine-devel): You will
|
|
find most core developers there, so it's the go-to channel for direct chat
|
|
about Godot Engine development. Feel free to start discussing something there
|
|
to get some early feedback before writing up a detailed proposal in a GitHub
|
|
issue.
|
|
- [devel@godotengine.org mailing
|
|
list](https://listengine.tuxfamily.org/godotengine.org/devel/): Mailing list
|
|
for Godot developers, used primarily to announce developer meetings on IRC
|
|
and other important discussions that need to reach people directly in their
|
|
mailbox. See the [index
|
|
page](https://listengine.tuxfamily.org/godotengine.org/devel/) for
|
|
subscription instructions.
|
|
|
|
Thanks!
|
|
|
|
The Godot development team
|