mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
ebb80c6975
Hey there, first time contributing and I'm in the middle of reading the contribution best practice, so sorry for any mistakes in this pull request. When clicking the **Contributing section** link under the **Contributors guidelines** title, this linked to the Godot *page not found* link. I changed the link from `https://docs.godotengine.org/en/latest/contributing/ways_to_contribute.html` to `https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html`. Now, when a user clicks the link, it will redirect them to the start of the contribution documentation.
214 lines
11 KiB
Markdown
214 lines
11 KiB
Markdown
# Contributors guidelines
|
|
|
|
This document summarizes the most important points for people interested in
|
|
contributing to Godot, especially via bug reports or pull requests.
|
|
|
|
The Godot documentation has a dedicated [Contributing section](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html)
|
|
which details these points and more, and is a recommended read.
|
|
|
|
## Table of contents
|
|
|
|
- [Reporting bugs](#reporting-bugs)
|
|
- [Proposing features or improvements](#proposing-features-or-improvements)
|
|
- [Contributing pull requests](#contributing-pull-requests)
|
|
- [Contributing to Godot translations](#contributing-to-godot-translations)
|
|
- [Communicating with developers](#communicating-with-developers)
|
|
|
|
## Reporting bugs
|
|
|
|
Report bugs [here](https://github.com/godotengine/godot/issues/new?assignees=&labels=&template=bug_report.yml).
|
|
Please follow the instructions in the template when you do.
|
|
|
|
Notably, please include a Minimal Reproduction Project (MRP), which is a small
|
|
Godot project which reproduces the issue, with no unnecessary files included.
|
|
Be sure to not include the `.godot` folder in the archive to save space.
|
|
|
|
Make sure that the bug you are experiencing is reproducible in the latest Godot
|
|
releases. You can find an overview of all Godot releases [on the website](https://godotengine.org/download/archive/)
|
|
to confirm whether your current version is the latest one. It's worth testing
|
|
against both the latest stable release and the latest dev snapshot for the next
|
|
Godot release.
|
|
|
|
If you run into a bug which wasn't present in an earlier Godot version (what we
|
|
call a _regression_), please mention it and clarify which versions you tested
|
|
(both the one(s) working and the one(s) exhibiting the bug).
|
|
|
|
## Proposing features or improvements
|
|
|
|
**The main issue tracker is for bug reports and does not accept feature proposals.**
|
|
|
|
Instead, head to the [Godot Proposals repository](https://github.com/godotengine/godot-proposals)
|
|
and follow the instructions in the README file and issue template.
|
|
|
|
## Contributing pull requests
|
|
|
|
If you want to add new engine features, please make sure that:
|
|
|
|
- This functionality is desired, which means that it solves a common use case
|
|
that several users will need in their real-life projects.
|
|
- You talked to other developers on how to implement it best. See also
|
|
[Proposing features or improvements](#proposing-features-or-improvements).
|
|
- Even if it doesn't 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.
|
|
|
|
You can refer to the [Pull request review process](https://docs.godotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html)
|
|
for insights into the intended lifecycle of pull requests. This should help you
|
|
ensure that your pull request fulfills the requirements.
|
|
|
|
In addition to the following tips, also take a look at the
|
|
[Engine development guide](https://docs.godotengine.org/en/latest/contributing/development/index.html)
|
|
for an introduction to developing on Godot.
|
|
|
|
The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html)
|
|
also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
|
|
(with a helpful guide for Git usage), and our [Code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html)
|
|
which all contributions need to follow.
|
|
|
|
### Be mindful of your commits
|
|
|
|
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. This makes it easier to review, approve, and
|
|
merge the changes independently.
|
|
|
|
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. This
|
|
includes fixing build issues or typos, adding documentation, etc.
|
|
|
|
See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
|
|
documentation for tips on using Git, amending commits and rebasing branches.
|
|
|
|
This [Git style guide](https://github.com/agis-/git-style-guide) also has some
|
|
good practices to have in mind.
|
|
|
|
### Format your commit messages with readability in mind
|
|
|
|
The way you format your commit messages is quite important to ensure that the
|
|
commit history and changelog will be easy to read and understand. A Git commit
|
|
message 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
|
|
changelog or in the GitHub interface unless you click the "expand" button.
|
|
Try to keep that first line under 72 characters, but you can go slightly above
|
|
if necessary to keep the sentence clear.
|
|
|
|
It should be written in English, starting with a capital letter, and usually
|
|
with a verb in imperative form. A typical bugfix would start with "Fix", while
|
|
the addition of a new feature would start with "Add". A prefix can be added to
|
|
specify the engine area affected by the commit. Some examples:
|
|
|
|
- Add C# iOS support
|
|
- Show doc tooltips when hovering properties in the theme editor
|
|
- Fix GLES3 instanced rendering color and custom data defaults
|
|
- Core: Fix `Object::has_method()` for script static methods
|
|
|
|
If your commit fixes a reported issue, please include it in the _description_
|
|
of the PR (not in the title, or the commit message) using one of the
|
|
[GitHub closing keywords](https://docs.github.com/en/issues/tracking-your-work-with-issues/linking-a-pull-request-to-an-issue)
|
|
such as "Fixes #1234". This will cause the issue to be closed automatically if
|
|
the PR is merged. Adding it to the commit message is easier, but adds a lot of
|
|
unnecessary updates in the issue distracting from the thread.
|
|
|
|
Here's an example of a well-formatted commit message (note how the extended
|
|
description is also manually wrapped at 80 chars for readability):
|
|
|
|
```text
|
|
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.
|
|
```
|
|
|
|
**Note:** When using the GitHub online editor or its drag-and-drop
|
|
feature, *please* edit the commit title to something meaningful. Commits named
|
|
"Update my_file.cpp" won't be accepted.
|
|
|
|
### Document your changes
|
|
|
|
If your pull request adds methods, properties or signals that are exposed to
|
|
scripting APIs, you **must** update the class reference to document those.
|
|
This is to ensure the documentation coverage doesn't decrease as contributions
|
|
are merged.
|
|
|
|
[Update documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html)
|
|
using your compiled binary, then fill in the descriptions.
|
|
Follow the style guide described in the
|
|
[Documentation writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html).
|
|
|
|
If your pull request modifies parts of the code in a non-obvious way, make sure
|
|
to add comments in the code as well. This helps other people understand the
|
|
change without having to dive into the Git history.
|
|
|
|
### Write unit tests
|
|
|
|
When fixing a bug or contributing a new feature, we recommend including unit
|
|
tests in the same commit as the rest of the pull request. Unit tests are pieces
|
|
of code that compare the output to a predetermined *expected result* to detect
|
|
regressions. Tests are compiled and run on GitHub Actions for every commit and
|
|
pull request.
|
|
|
|
Pull requests that include tests are more likely to be merged, since we can have
|
|
greater confidence in them not being the target of regressions in the future.
|
|
|
|
For bugs, the unit tests should cover the functionality that was previously
|
|
broken. If done well, this ensures regressions won't appear in the future
|
|
again. For new features, the unit tests should cover the newly added
|
|
functionality, testing both the "success" and "expected failure" cases if
|
|
applicable.
|
|
|
|
Feel free to contribute standalone pull requests to add new tests or improve
|
|
existing tests as well.
|
|
|
|
See [Unit testing](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html)
|
|
for information on writing tests in Godot's C++ codebase.
|
|
|
|
## Contributing to Godot translations
|
|
|
|
You can contribute to Godot translations on [Hosted Weblate](https://hosted.weblate.org/projects/godot-engine/),
|
|
an open source and web-based translation platform.
|
|
|
|
Please refer to our [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html)
|
|
for an overview of the translation resources and what they correspond to.
|
|
|
|
## 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:
|
|
|
|
- [Godot Contributors Chat](https://chat.godotengine.org): You will
|
|
find most core developers there, so it's the go-to platform for direct chat
|
|
about Godot Engine development. Browse the [Directory](https://chat.godotengine.org/directory/channels)
|
|
for an overview of public channels focusing on various engine areas which you
|
|
might be interested in.
|
|
- [Bug tracker](https://github.com/godotengine/godot/issues): If there is an
|
|
existing issue about a topic you want to discuss, you can participate directly.
|
|
If not, you can open a new issue. Please mind the guidelines outlined above
|
|
for bug reporting.
|
|
- [Feature proposals](https://github.com/godotengine/godot-proposals/issues):
|
|
To propose a new feature, we have a dedicated issue tracker for that. Don't
|
|
hesitate to start by talking about your idea on the Godot Contributors Chat
|
|
to make sure that it makes sense in Godot's context.
|
|
|
|
Thanks for your interest in contributing!
|
|
|
|
—The Godot development team
|