mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 20:23:53 +00:00
268 lines
12 KiB
Markdown
268 lines
12 KiB
Markdown
# How to contribute efficiently
|
|
|
|
## Table of contents
|
|
|
|
- [Reporting bugs](#reporting-bugs)
|
|
- [Proposing features or improvements](#proposing-features-or-improvements)
|
|
- [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
|
|
|
|
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.
|
|
|
|
If you're reporting a new bug, you'll make our life simpler (and the
|
|
fix will come sooner) by following these guidelines:
|
|
|
|
### Search first in the existing database
|
|
|
|
Issues are often reported several times by various users. It's good practice to
|
|
**search first in the [issue tracker](https://github.com/godotengine/godot/issues)
|
|
before reporting your issue**. If you don't find a relevant match or if you're
|
|
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.
|
|
**In your bug reports, please always specify:**
|
|
|
|
- Operating system and version (e.g. Windows 10, macOS 10.15, Ubuntu 19.10)
|
|
- Godot version (e.g. 3.2, 3.1.2, or the Git commit hash if you're using a development branch)
|
|
|
|
For bugs that are likely OS-specific and/or graphics-related, please also specify:
|
|
|
|
- Device (CPU model including architecture, e.g. x86_64, arm64, etc.)
|
|
- GPU model (and the driver version in use if you know it)
|
|
|
|
**Bug reports not including the required information may be closed at the
|
|
maintainers' discretion.** If in doubt, always include all the requested
|
|
information; it's better to include too much information than not enough
|
|
information.
|
|
|
|
### 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. If you're describing a procedure to follow
|
|
in the editor, don't hesitate to include screenshots.
|
|
|
|
Making your bug report easy to reproduce will make it easier for contributors
|
|
to fix the bug.
|
|
|
|
### Provide a simple example project
|
|
|
|
Sometimes, unexpected behavior can happen 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.
|
|
- On the contributors' end, recreating a test project from scratch takes valuable
|
|
time that can be saved by uploading a *minimal* project.
|
|
|
|
To speed up our work, **please upload a minimal project** that isolates
|
|
and reproduces the issue. This is always the **best way for us to fix it**.
|
|
We recommend attaching a ZIP file with the minimal project directly to the bug report,
|
|
by drag and dropping the file in the GitHub edition field. This ensures the file
|
|
can remain available for a long period of time. Only use third-party file hosts
|
|
if your ZIP file isn't accepted by GitHub because it's too large.
|
|
|
|
We recommend always attaching a minimal reproduction project, even if the issue
|
|
may seem simple to reproduce manually.
|
|
|
|
**Note for C# users:** If your issue is *not* .NET-specific, please upload a
|
|
minimal reproduction project written in GDScript.
|
|
This will make it easier for contributors to reproduce the issue
|
|
locally as not everyone has a .NET setup available.
|
|
|
|
**If you've been asked by a maintainer to upload a minimal reproduction project,
|
|
you *must* do so within 7 days.** Otherwise, your bug report will be closed as
|
|
it'll be considered too difficult to diagnose.
|
|
|
|
Now that you've read the guidelines, click the link below to create a
|
|
bug report:
|
|
|
|
- **[Report a bug](https://github.com/godotengine/godot/issues/new?assignees=&labels=&template=bug_report.yml)**
|
|
|
|
## Proposing features or improvements
|
|
|
|
**Since August 2019, the main issue tracker no longer accepts feature proposals.**
|
|
Instead, head to the [Godot Proposals repository](https://github.com/godotengine/godot-proposals)
|
|
and follow the instructions in the README file. High-quality feature proposals
|
|
are more likely to be well-received by the maintainers and community, so do
|
|
your best :)
|
|
|
|
See [this article](https://godotengine.org/article/introducing-godot-proposals-repository)
|
|
for detailed rationale on this change.
|
|
|
|
## 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.
|
|
|
|
[This blog post](https://godotengine.org/article/will-your-contribution-be-merged-heres-how-tell)
|
|
outlines the process used by core developers when assessing PRs. We strongly
|
|
recommend that you have a look at it to know what's important to take into
|
|
account for a PR to be considered for merging.
|
|
|
|
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/ways_to_contribute.html)
|
|
also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
|
|
and the [code style](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html) we use.
|
|
|
|
### 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#updating-class-reference-when-working-on-the-engine)
|
|
using your compiled binary, then fill in the descriptions.
|
|
Follow the style guide described in the
|
|
[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 look at `git blame`.
|
|
|
|
### 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.
|
|
|
|
### 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](https://github.com/agis-/git-style-guide) has some
|
|
good practices to have in mind.
|
|
|
|
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.
|
|
|
|
### 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
|
|
`shortlog` changelog (one line per commit, so no description shown) or in the
|
|
GitHub interface unless you click the "expand" button. As the name says, try to
|
|
keep that first line under 72 characters. 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
|
|
you should probably split your changes in several commits :)
|
|
|
|
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.
|
|
|
|
Fixes #1789, long live the Realm!
|
|
```
|
|
|
|
**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.
|
|
|
|
## 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.
|
|
|
|
You can also help translate [Godot's
|
|
documentation](https://hosted.weblate.org/projects/godot-engine/godot-docs/)
|
|
on Weblate.
|
|
|
|
## 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. Feel free to start discussing something there
|
|
to get some early feedback before writing up a detailed proposal in a GitHub
|
|
issue.
|
|
- [Bug tracker](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 -
|
|
many developers watch the repository and will get a 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.
|
|
- [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
|