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266 lines
12 KiB
Markdown
266 lines
12 KiB
Markdown
# How to contribute efficiently
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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'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
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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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If you're reporting a new bug, you'll make our life simpler (and the
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fix will come sooner) by following these 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 good practice to
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**search first in the [issue tracker](https://github.com/godotengine/godot/issues)
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before reporting your issue**. If you don't find a relevant match or if you're
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unsure, don't hesitate to **open a new issue**. The bugsquad will handle it
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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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**In your bug reports, please always specify:**
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- Operating system and version (e.g. Windows 10, macOS 10.15, Ubuntu 19.10)
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- Godot version (e.g. 3.2, 3.1.2, or the Git commit hash if you're using a development branch)
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For bugs that are likely OS-specific and/or graphics-related, please also specify:
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- Device (CPU model including architecture, e.g. x86_64, arm64, etc.)
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- GPU model (and the driver version in use if you know it)
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**Bug reports not including the required information may be closed at the
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maintainers' discretion.** If in doubt, always include all the requested
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information; it's better to include too much information than not enough
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information.
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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. If you're describing a procedure to follow
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in the editor, don't hesitate to include screenshots.
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Making your bug report easy to reproduce will make it easier for contributors
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to fix the bug.
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### Provide a simple, example project
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Sometimes, unexpected behavior can happen 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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- On the contributors' end, recreating a test project from scratch takes valuable
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time that can be saved by uploading a *minimal* project.
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To speed up our work, **please upload a minimal project** that isolates
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and reproduces the issue. This is always the **best way for us to fix it**.
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We recommend attaching 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. This ensures the file
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can remain available for a long period of time. Only use third-party file hosts
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if your ZIP file isn't accepted by GitHub because it's too large.
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We recommend always attaching a minimal reproduction project, even if the issue
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may seem simple to reproduce manually.
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**Note for C# users:** If your issue is *not* .NET-specific, please upload a
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minimal reproduction project written in GDScript.
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This will make it easier for contributors to reproduce the issue
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locally as not everyone has a .NET setup available.
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**If you've been asked by a maintainer to upload a minimal reproduction project,
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you *must* do so within 7 days.** Otherwise, your bug report will be closed as
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it'll be considered too difficult to diagnose.
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Now that you've read the guidelines, click the link below to create a
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bug report:
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- **[Report a bug](https://github.com/godotengine/godot/issues/new?assignees=&labels=&template=bug_report.yml)**
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## Proposing features or improvements
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**Since August 2019, the main issue tracker no longer accepts 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. High-quality feature proposals
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are more likely to be well-received by the maintainers and community, so do
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your best :)
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See [this article](https://godotengine.org/article/introducing-godot-proposals-repository)
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for detailed rationale on this change.
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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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[This blog post](https://godotengine.org/article/will-your-contribution-be-merged-heres-how-tell)
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outlines the process used by core developers when assessing PRs. We strongly
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recommend that you have a look at it to know what's important to take into
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account for a PR to be considered for merging.
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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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The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html)
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also have important information on the PR workflow and the code style we use.
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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 the documentation template](https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html#updating-the-documentation-template)
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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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[Docs writing guidelines](https://docs.godotengine.org/en/latest/community/contributing/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 look at `git blame`.
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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/development/cpp/unit_testing.html)
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for information on writing tests in Godot's C++ codebase.
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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](https://github.com/agis-/git-style-guide) has some
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good practices to have in mind.
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See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
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documentation for tips on using Git, amending commits and rebasing branches.
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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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`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 says, try to
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keep that first line under 72 characters. It should describe what the commit
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does globally, while details would go in the description. Typically, if you
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can't keep the title short because you have too much stuff to mention, it means
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you should probably split your changes in several commits :)
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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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Fixes #1789, long live the Realm!
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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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## 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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You can also help translate [Godot's
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documentation](https://hosted.weblate.org/projects/godot-engine/godot-docs/)
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on Weblate.
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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. 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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- [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, just add a comment to it -
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many developers watch the repository and will get a notification. You can
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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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- [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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