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.. _doc_first_steps:
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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
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Godot's `MIT <https://tldrlegal.com/license/mit-license>`_ license grants 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 responsibility, 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, over 2,000 developers have contributed code
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changes to the engine!
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To ensure good collaboration and overall quality, the Godot developers
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enforce some rules for code contributions, 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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A good place to start is by searching for issues tagged as
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`good first issue <https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22>`_
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on GitHub.
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.. seealso:: Technical details about the PR workflow are outlined in a
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specific section, :ref:`doc_pr_workflow`.
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Details about the code style guidelines and the ``clang-format``
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tool used to enforce them are outlined in
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:ref:`doc_code_style_guidelines`.
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All pull requests must go through a review process before being accepted.
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Depending on the scope of the changes, it may take some time for a maintainer
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responsible for the modified part of the engine to provide their review.
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We value all of our contributors and ask them to be patient in the meantime,
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as it is expected that in an open source project like Godot, there is going to be
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way more contributions than people validating them.
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To make sure that your time and efforts aren't wasted, it is recommended to vet the idea
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first before implementing it and putting it for a review as a PR. To that end, Godot
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has a `proposal system <https://github.com/godotengine/godot-proposals>`_. Its
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usage is encouraged to plan changes and discuss them with the community. Implementation
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details can also be discussed with other contributors on the `Godot Contributors Chat <https://chat.godotengine.org/>`_.
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.. note:: Proposals are only required when working on an enhancement or a new feature.
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Bug reports are sufficient for fixing issues.
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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 helpful to report
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issues discovered in 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 release candidate (RC) 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 helpful 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. When you start filing a bug report, you’ll be given a form to
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fill out. Please try to follow it so that all issues are consistent and provide
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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 API
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as exposed to GDScript and the other scripting languages. It can be consulted
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offline, directly in Godot's code editor, or online at Godot :ref:`Class Reference
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<doc_class_reference>`. To contribute to the class reference, you have to edit the
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XML file corresponding to the class and make a pull request.
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See :ref:`doc_updating_the_class_reference` and :ref:`doc_class_reference_primer`
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for more details.
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- **The tutorials and engine documentation and its translations.**
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This is the part you are reading now, which is distributed in the HTML format.
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Its contents are generated from plain text files in the reStructured Text
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(rst) format, 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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See :ref:`doc_contributing_to_the_documentation` for more details.
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Contributing translations
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-------------------------
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To make Godot accessible to everyone, including users who may prefer resources
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in their native language instead of English, our community helps translate both
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the Godot editor and its documentation in many languages.
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See :ref:`doc_editor_and_docs_localization` for more details.
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