5f8af252e8
Fixes #23509.
172 lines
7.6 KiB
Markdown
172 lines
7.6 KiB
Markdown
# How to contribute efficiently
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Sections covered in this file:
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* [Reporting bugs or proposing features](#reporting-bugs-or-proposing-features)
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* [Contributing pull requests](#contributing-pull-requests)
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* [Contributing to Godot's translation](#contributing-to-godots-translation)
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* [Communicating with developers](#communicating-with-developers)
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**Please read the first section before reporting a bug!**
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## Reporting bugs or proposing features
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The golden rule is to **always open *one* issue for *one* bug**. If you notice
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several bugs and want to report them, make sure to create one new issue for
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each of them.
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Everything referred to hereafter as "bug" also applies for feature requests.
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If you are reporting a new issue, you will make our life much simpler (and the
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fix come much sooner) by following those guidelines:
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#### Search first in the existing database
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Issues are often reported several times by various users. It's a good practice
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to **search first** in the issues database before reporting your issue. If you
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don't find a relevant match or if you are unsure, don't hesitate to **open a
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new issue**. The bugsquad will handle it from there if it's a duplicate.
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#### Specify the platform
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Godot runs on a large variety of platforms and operating systems and devices.
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If you believe your issue is device/platform dependent (for example if it is
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related to the rendering, crashes or compilation errors), please specify:
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* Operating system
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* Device (including architecture, e.g. x86, x86_64, arm, etc.)
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* GPU model (and driver in use if you know it)
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#### Specify steps to reproduce
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Many bugs can't be reproduced unless specific steps are taken. Please **specify
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the exact steps** that must be taken to reproduce the condition, and try to
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keep them as minimal as possible.
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#### Provide a simple, example project
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Sometimes an unexpected behavior happens in your project. In such case,
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understand that:
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* What happens to you may not happen to other users.
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* We can't take the time to look at your project, understand how it is set up
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and then figure out why it's failing.
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To speed up our work, please prepare for us **a simple project** that isolates
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and reproduces the issue. This is always the **the best way for us to fix it**.
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You can attach a zip file with the minimal project directly to the bug report,
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by drag and dropping the file in the GitHub edition field.
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## Contributing pull requests
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If you want to add new engine functionalities, please make sure that:
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* This functionality is desired.
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* You talked to other developers on how to implement it best (on either
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communication channel, and maybe in a GitHub issue first before making your
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PR).
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* Even if it does not get merged, your PR is useful for future work by another
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developer.
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Similar rules can be applied when contributing bug fixes - it's always best to
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discuss the implementation in the bug report first if you are not 100% about
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what would be the best fix.
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In addition to the following tips, also take a look at the
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[Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
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for an introduction to developing on Godot.
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#### Be nice to the git history
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Try to make simple PRs that handle one specific topic. Just like for reporting
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issues, it's better to open 3 different PRs that each address a different issue
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than one big PR with three commits.
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When updating your fork with upstream changes, please use ``git pull --rebase``
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to avoid creating "merge commits". Those commits unnecessarily pollute the git
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history when coming from PRs.
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Also try to make commits that bring the engine from one stable state to another
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stable state, i.e. if your first commit has a bug that you fixed in the second
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commit, try to merge them together before making your pull request (see ``git
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rebase -i`` and relevant help about rebasing or amending commits on the
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Internet).
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This git style guide has some good practices to have in mind:
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[Git Style Guide](https://github.com/agis-/git-style-guide)
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#### Format your commit logs with readability in mind
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The way you format your commit logs is quite important to ensure that the
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commit history and changelog will be easy to read and understand. A git commit
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log is formatted as a short title (first line) and an extended description
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(everything after the first line and an empty separation line).
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The short title is the most important part, as it is what will appear in the
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`shortlog` changelog (one line per commit, so no description shown) or in the
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GitHub interface unless you click the "expand" button. As the name tells it,
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try to keep that first line relatively short (ideally <= 50 chars, though it's
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rare to be able to tell enough in so few characters, so you can go a bit
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higher) - it should describe what the commit does globally, while details would
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go in the description. Typically, if you can't keep the title short because you
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have too much stuff to mention, it means that you should probably split your
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changes in several commits :)
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Here's an example of a well-formatted commit log (note how the extended
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description is also manually wrapped at 80 chars for readability):
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```
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Prevent French fries carbonization by fixing heat regulation
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When using the French fries frying module, Godot would not regulate the heat
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and thus bring the oil bath to supercritical liquid conditions, thus causing
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unwanted side effects in the physics engine.
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By fixing the regulation system via an added binding to the internal feature,
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this commit now ensures that Godot will not go past the ebullition temperature
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of cooking oil under normal atmospheric conditions.
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Fixes #1789, long live the Realm!
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```
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*Note:* When using the GitHub online editor (or worse, the drag and drop
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feature), *please* edit the commit title to something meaningful. Commits named
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"Update my_file.cpp" will not be accepted.
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## Contributing to Godot's translation
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You can contribute to Godot's translation from the [Hosted
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Weblate](https://hosted.weblate.org/projects/godot-engine/godot), an open
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source and web-based translation platform. Please refer to the [translation
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readme](editor/translations/README.md) for more information.
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## Communicating with developers
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The Godot Engine community has [many communication
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channels](https://godotengine.org/community), some used more for user-level
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discussions and support, others more for development discussions.
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To communicate with developers (e.g. to discuss a feature you want to implement
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or a bug you want to fix), the following channels can be used:
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- [GitHub issues](https://github.com/godotengine/godot/issues): If there is an
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existing issue about a topic you want to discuss, just add a comment to it -
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all developers watch the repository and will get an email notification. You
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can also create a new issue - please keep in mind to create issues only to
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discuss quite specific points about the development, and not general user
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feedback or support requests.
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- [#godotengine-devel IRC channel on
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Freenode](https://webchat.freenode.net/?channels=godotengine-devel): You will
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find most core developers there, so it's the go-to channel for direct chat
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about Godot Engine development. Feel free to start discussing something there
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to get some early feedback before writing up a detailed proposal in a GitHub
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issue.
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- [devel@godotengine.org mailing
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list](https://listengine.tuxfamily.org/godotengine.org/devel/): Mailing list
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for Godot developers, used primarily to announce developer meetings on IRC
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and other important discussions that need to reach people directly in their
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mailbox. See the [index
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page](https://listengine.tuxfamily.org/godotengine.org/devel/) for
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subscription instructions.
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Thanks!
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The Godot development team
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