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Add page about the different ways to contribute
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@@ -5,6 +5,7 @@ Contributing
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:maxdepth: 1
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:name: toc-community-contributing
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ways_to_contribute
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bug_triage_guidelines
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doc_and_l10n_guidelines
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updating_the_class_reference
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community/contributing/ways_to_contribute.rst
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182
community/contributing/ways_to_contribute.rst
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.. _doc_ways_to_contribute:
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Ways to contribute
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==================
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Godot Engine is a non-profit, community-driven free and open source project.
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Almost all (but our lead dev Juan, more on that below) developers are working
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*pro bono* on their free time, out of personal interest and for the love of
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creating a libre engine of exceptional quality.
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This means that to thrive, Godot needs as many users as possible to get
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involved by contributing to the engine. There are many ways to contribute to
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such a big project, making it possible for everybody to bring something
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positive to the engine, regardless of their skillset:
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- **Be part of the community.** The best way to contribute to Godot and help
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it become ever better is simply to use the engine and make its promotion by
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word-of-mouth, in-game credits and splash screen, blog posts, tutorials,
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videos, demos, gamedev or free software events, support on the Q&A, IRC,
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forums, Discord, etc.
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Being a user and advocate helps spread the word about our great engine,
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which has no marketing budget and can therefore only rely on its community
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to become more mainstream.
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- **Make games.** That's no secret, to convince new users and especially
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industry players that Godot is a relevant market player, we need great games
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made with Godot. We know that the engine has a lot of potential, both for 2D
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and 3D games, but given its young age we still lack big releases that will
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draw attention to Godot. So keep working on your awesome projects, each new
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game increases our credibility on the gamedev market!
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- **Get involved in the engine's development.** This can be by contributing
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code via pull requests, testing the development snapshots or directly the
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git *master* branch, report bugs or suggest enhancements on the issue
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tracker, improve the official documentation (both the class reference and
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tutorials). The following sections will cover each of those "direct" ways
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of contributing to the engine.
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- **Donate.** Godot is a non-profit project, but it can still benefit from
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user donations for many things. Apart from usual expenses such as hosting
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costs or promotion material on events, we also use donation money to
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acquire hardware when necessary (e.g. we used donation money to buy a
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Macbook Pro to implement Retina/HiDPI support and various other
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macOS-related features).
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Most importantly, we also used donation money to hire our lead developer
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Juan Linietsky, so that he can work full-time on the engine. Even with a low
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monthly wage, we need a steady donation income to continue doing this, which
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has been very beneficial to the project so far. So if you want to donate
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some money to the project, check `our website <http://godotengine.org/donate>`_
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for details.
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Contributing code
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-----------------
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The possibility to study, use, modify and redistribute modifications of the
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engine's source code are the fundamental rights that Godot's license grant you,
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making it `free and open source software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_.
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As such, everyone is entitled to modify
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`Godot's source code <https://github.com/godotengine/godot>`_, and send those
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modifications back to the upstream project in the form of a patch (a text file
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describing the changes in a ready-to-apply manner) or - in the modern workflow
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that we use - via a so-called "pull request" (PR), i.e. a proposal to directly
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merge one or more git commits (patches) into the main development branch.
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Contributing code changes upstream has two big advantages:
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- Your own code will be reviewed and improved by other developers, and will be
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further maintained directly in the upstream project, so you won't have to
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reapply your own changes every time you move to a newer version. On the
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other hand it comes with a responsability, as your changes have to be
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generic enough to be beneficial to all users, and not just your project; so
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in some cases it might still be relevant to keep your changes only for your
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own project, if they are too specific.
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- The whole community will benefit from your work, and other contributors will
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behave the same way, contributing code that will be beneficial to you. At
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the time of this writing, more than 300 developers have contributed code
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changes to the engine!
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To ensure a good collaboration and overall quality, the Godot developers
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enforce some rules for code contribution, for example regarding the style to
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use in the C++ code (indentation, brackets, etc.) or the git and PR workflow.
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.. TODO. Those technical details are outlined in a specific section,
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:ref:`doc_code_contribution_guidelines`.
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Testing and reporting issues
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----------------------------
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Another great way of contributing to the engine is to test development releases
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or the development branch and to report issues. It is also meaningful to report
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issues discovered in so-called stable releases, so that they can be fixed in
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the development branch and in future maintenance releases.
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Testing development versions
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To help with the testing, you have several possibilities:
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- Compile the engine from source yourself, following the instructions of the
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:ref:`Compiling <toc-devel-compiling>` page for your platform.
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- Test official pre-release binaries when they are announced (usually on the
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blog and other community platforms), such as alpha, beta and RC (release
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candidate) builds.
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- Test "trusted" unofficial builds of the development branch; just ask
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community members for reliable providers. Whenever possible, it's best to
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use official binaries or to compile yourself though, to be sure about the
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provenance of your binaries.
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As mentioned previously, it is also meaningful to keep your eyes peeled for
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potential bugs that might still be present in the stable releases, especially
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when using some niche features of the engine which might get less testing by
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the developers.
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Filing an issue on GitHub
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~~~~~~~~~~~~~~~~~~~~~~~~~
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Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/issues>`_
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for bug reports and enhancement suggestions. You will need a GitHub account to
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be able to open a new issue there, and click on the "New issue" button.
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When you report a bug, you should keep in mind that the process is very similar
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to an appointment with your doctor. You noticed *symptoms* that make you think
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that something might be wrong (the engine crashes, some features don't work as
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expected, etc.). It's the role of the bug triaging team and the developers to
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then help make the diagnosis of the issue you met, so that the actual cause of
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the bug can be identified and addressed.
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You should therefore always ask yourself: what are the relevant information to
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give so that other Godot contributors can understand the bug, identify it and
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hopefully fix it. Here are some of the most important infos that you should
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always provide:
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- **Operating system.** Sometimes bugs are system-specific, i.e. they happen
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only on Windows, or only on Linux, etc. That's particularly relevant for all
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bugs related to OS interfaces, such as file management, input, window
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management, audio, etc.
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- **Godot version.** This is a must have. Some issues might be relevant in the
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current stable release, but fixed in the development branch, or the other
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way around. You might also be using an obsolete version of Godot and
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experiencing a known issue fixed in a later version, so knowing this from
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the start helps to speed up the diagnosis.
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- **How to reproduce the bug.** In the majority of cases, bugs are
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reproducible, i.e. it is possible to trigger them reliably by following some
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steps. Please always describe those steps as clearly as possible, so that
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everyone can try to reproduce the issue and confirm it. Ideally, make a demo
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project that reproduces this issue out of the box, zip it and attach it to
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the issue (you can do this by drag and drop).
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Even if you think that the issue is trivial to reproduce, adding a minimal
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project that lets reproduce it is a big added value. You have to keep in
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mind that there are thousands of issues in the tracker, and developers can
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only dedicate little time to each issue.
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When you click the "New issue" button, you should be presented with a text area
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prefilled with our issue template. Please try to follow it so that all issues
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are consistent and provide the required information.
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Contributing to the documentation
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---------------------------------
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There are two separate resources referred to as "documentation" in Godot:
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- **The class reference.** This is the documentation for the complete Godot
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API as exposed to GDScript and the other scripting languages. It can be
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consulted offline, directly in Godot's code editor, or online at
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:ref:`Godot API <toc-class-ref>`.
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To contribute to the class reference, you have to edit the
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`doc/base/classes.xml` in Godot's git repository, and make a pull request.
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See :ref:`updating_the_class_reference` for more details.
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- **The tutorials and engine documentation.** This is the part you are reading
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now, which is distributed in the HTML, PDF and EPUB formats. Its contents
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are generated from plain text files in the reStructured Text (rst) format,
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to which you can contribute via pull requests on the
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`godot-docs <https://github.com/godotengine/godot-docs>`_ GitHub repository.
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.. TODO. See :ref:`documentation_guidelines` for more details.
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