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