mirror of
https://github.com/godotengine/godot-website.git
synced 2025-12-31 09:48:43 +03:00
Re-link contributing links to the new contributing documentation. (#1149)
This commit is contained in:
@@ -35,7 +35,7 @@ open a formal Godot improvement proposal like you do with engine features, but s
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or joining the discussion on the [Godot Contributors Chat](https://chat.godotengine.org/channel/website) is a good
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idea.
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[^1]: https://docs.godotengine.org/en/latest/contributing/workflow/index.html
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[^1]: https://contributing.godotengine.org/en/latest/other/website.html
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[^2]: https://developer.mozilla.org/en-US/docs/Learn_web_development/Core/CSS_layout/Supporting_Older_Browsers
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[^3]: https://developer.mozilla.org/en-US/docs/Mozilla/Add-ons/WebExtensions/Browser_support_for_JavaScript_APIs
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@@ -29,7 +29,7 @@
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<ul class="right">
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<li><a href="/download/windows/" class="set-os-download-url">{% t header.download %}</a></li>
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<li><a href="https://docs.godotengine.org">{% t header.docs %}</a></li>
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<li><a href="https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html">{% t header.contribute %}</a></li>
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<li><a href="https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html">{% t header.contribute %}</a></li>
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{% if page.localize %}
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<li class="language-selector" onclick="this.classList.toggle('open')">
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<a class="mobile-language-selector" href="#">{% t header.language %}: </a>
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@@ -285,7 +285,7 @@ layout: default
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</li>
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<li>
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Follow the instructions from the
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<a href="https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html">official documentation</a>.
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<a href="https://docs.godotengine.org/en/stable/engine_details/development/compiling/index.html">official documentation</a>.
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</li>
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</ul>
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</div>
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@@ -14,7 +14,7 @@ I have to admit, the financial support that we got over the last two weeks has b
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When we started working on the Patreon page with Juan, we expected that it would take a few months and the publication of Godot 3.0 to bring us near to our $3,000 monthly goal which could secure us Juan's full-time dedication to the project.
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And here we are, two weeks in and already 80% funded, with barely $600 missing to reach our main goal - and it keeps growing [slowly but steadily](https://graphtreon.com/creator/godotengine), with a daily influx of new donors.
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We want to thank you all for your incredible support! Whether you [contribute to the engine's development](http://docs.godotengine.org/en/latest/community/contributing/ways_to_contribute.html) via code, bug reports, testing, teaching, developing awesome games or donating to the project, you all participate in making Godot!
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We want to thank you all for your incredible support! Whether you [contribute to the engine's development](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html) via code, bug reports, testing, teaching, developing awesome games or donating to the project, you all participate in making Godot!
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And this is also very invigorating. We are a non-profit project, dedicated to making the best free and open source game engine not for our own sake, but for anyone wanting to develop games.
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Seeing that we are able to crowdfund the development of our engine proves us the worth of our voluntary work as free software contributors, and that we are creating something really unique with Godot.
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@@ -30,10 +30,10 @@ Here's how to get started:
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- The [*Hacktoberfest*](https://github.com/godotengine/godot/labels/Hacktoberfest) label on the [source code repository](https://github.com/godotengine/godot) lists some "newcomer-friendly" issues that you can have a look at. Note that you are not limited to those issues, you can work on anything you want - this selection is just a shortlist.
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- Similarly, the [*Hero wanted!*](https://github.com/godotengine/godot/labels/hero%20wanted%21) label also has a selection of issues ready to be worked on, where project maintainers or users have done enough initial debugging to point you in the right direction (see our [recent blog post](/article/hero-wanted-31-version) about the "Hero wanted!" campaign).
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- You can also browse all other issues of the code repository which are in the [*3.1 milestone*](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1) (our main focus currently), and especially the ones [labelled as *bug*](https://github.com/godotengine/godot/issues?q=is%3Aopen+label%3Abug+milestone%3A3.1).
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- Have a look at the [contributor's documentation](http://docs.godotengine.org/en/latest/community/contributing/index.html), especially the [CONTRIBUTING.md](https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md), the [Pull Request workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) and the [Code style guidelines](http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html).
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- Have a look at the [contributor's documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html), especially the [CONTRIBUTING.md](https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md), the [Pull Request workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html) and the [Code style guidelines](https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html).
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- Join the [`#godotengine-devel`](http://webchat.freenode.net/?channels=#godotengine-devel) IRC channel on Freenode (also bridged on [Matrix](https://matrix.to/#/#freenode_#godotengine-devel:matrix.org)) to discuss with fellow engine contributors.
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If you want to work on the class reference, have a look at the [dedicated page](http://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html).
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If you want to work on the class reference, have a look at the [dedicated page](https://contributing.godotengine.org/en/latest/documentation/class_reference.html).
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### Documentation contributions
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@@ -42,9 +42,9 @@ To contribute to the [online documentation and tutorials](http://docs.godotengin
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Here's how to get started:
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- Check the [list of issues](https://github.com/godotengine/godot-docs/issues) and see if there's anything you'd like to work on.
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- Review the documentation on [how to write documentation](http://docs.godotengine.org/en/latest/community/contributing/documentation_guidelines.html) (yes, that has to be documented too!).
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- Review the documentation on [how to write documentation](https://contributing.godotengine.org/en/latest/documentation/guidelines/index.html) (yes, that has to be documented too!).
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- Join the `#documentation` channel on [Godot's Discord](https://discord.gg/zH7NUgz) server (most active place to discuss with fellow documentation contributors), or if you prefer the [`#godotengine-doc`](http://webchat.freenode.net/?channels=#godotengine-doc) IRC channel on Freenode (but it's less active).
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That's it! It's a lot of links and documentation, but you of course don't need to review everything in depth, look in priority at the [contributor's documentation](http://docs.godotengine.org/en/latest/community/contributing/index.html) and then pick something you'd like to work on.
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That's it! It's a lot of links and documentation, but you of course don't need to review everything in depth, look in priority at the [contributor's documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html) and then pick something you'd like to work on.
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Enjoy your Hacktoberfest and have fun contributing to your very own engine!
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@@ -31,5 +31,5 @@ You're free to join for one hour or for the whole day, the important is that we
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- [List of issues in the 3.0 milestone](https://github.com/godotengine/godot/milestone/4) (meant to be fixed before 3.0 is released, or eventually moved to the next milestone if non critical).
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- [List of "Hero Wanted!" issues](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3A%22hero+wanted%21%22).
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- [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/ways_to_contribute.html), especially the parts of the [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) and the [code style guidelines](http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html).
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- [Contributing docs](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html), especially the parts of the [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) and the [code style guidelines](http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html).
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- [#godotengine-devel on Freenode](http://webchat.freenode.net/?channels=#godotengine-devel)
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@@ -17,7 +17,7 @@ Here are the highlights of this build, and you can also go ahead and read a more
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- Major refactoring of the rendering system ([GH-83452](https://github.com/godotengine/godot/pull/83452)), which paves the way to several big improvements coming soon ([here's one of them](/article/collaboration-with-google-forge-2023/)). In the meantime, please test anything and everything related to rendering. Even though this change has been rigorously evaluated by a multitude of experienced contributors, we, as always, rely on our community to make absolutely sure things are as smooth and stable as they seem.
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- The new Direct3D 12 rendering driver is here for all your Microsoft-adjacent cross-platform needs ([GH-70315](https://github.com/godotengine/godot/pull/70315)). Being based on proprietary technology, D3D12 support comes as an optional feature keeping the open source spirit of the engine intact. Make sure to check the [updated documentation](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html) for compiling Godot with D3D12 enabled (there is also an [update regarding cross-compilation](https://github.com/godotengine/godot-docs/pull/8624) getting ready to be merged).
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- The new Direct3D 12 rendering driver is here for all your Microsoft-adjacent cross-platform needs ([GH-70315](https://github.com/godotengine/godot/pull/70315)). Being based on proprietary technology, D3D12 support comes as an optional feature keeping the open source spirit of the engine intact. Make sure to check the [updated documentation](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_windows.html) for compiling Godot with D3D12 enabled (there is also an [update regarding cross-compilation](https://github.com/godotengine/godot-docs/pull/8624) getting ready to be merged).
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- Multiple controllers can now contribute to input actions ([GH-84943](https://github.com/godotengine/godot/pull/84943)), which expands upon previous fixes to multiple devices triggering input at the same time.
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@@ -66,7 +66,7 @@ In the [4.3 dev 1 snapshot](/article/dev-snapshot-godot-4-3-dev-1/), we introduc
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In this build however, we enabled Direct3D 12 support in our official builds, including the open source Mesa NIR library and Godot's D3D12 implementation. `dxil.dll` is still required, but not provided, so by default you will still only have access to the Vulkan backend. To enable the D3D12 support, you need to download the [DirectX Shader Compiler](https://github.com/Microsoft/DirectXShaderCompiler/releases), and copy the relevant `dxil.dll` file for your architecture next to your Godot editor or exported project's executable.
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We are still evaluating options for being able to provide a D3D12 support that works out of the box, without a proprietary component. But for now to test things you will have to do this manual step (or [compile from source](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html#compiling-with-support-for-direct3d-12), which does it for you).
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We are still evaluating options for being able to provide a D3D12 support that works out of the box, without a proprietary component. But for now to test things you will have to do this manual step (or [compile from source](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_windows.html#compiling-with-support-for-direct3d-12), which does it for you).
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### Editor theme and UX improvements
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@@ -297,7 +297,7 @@ Internationalization has always been an extremely crucial part of the Godot proj
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Similarly, the ability to swap languages on-the-fly within the editor is now possible thanks to the efforts of [Tomasz Chabora](https://github.com/KoBeWi) in [GH-102562](https://github.com/godotengine/godot/pull/102562). Now users can preview *and* experience multiple language options in a single editor session.
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We also want to give a shout-out to all the translators who tirelessly work on localizing the Godot editor, the class reference and the online documentation. If you'd like to join that effort, head to [Weblate](https://hosted.weblate.org/projects/godot-engine/) and review our [documentation](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html#doc-editor-and-docs-localization) for instructions.
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We also want to give a shout-out to all the translators who tirelessly work on localizing the Godot editor, the class reference and the online documentation. If you'd like to join that effort, head to [Weblate](https://hosted.weblate.org/projects/godot-engine/) and review our [documentation](https://contributing.godotengine.org/en/latest/documentation/translation/index.html) for instructions.
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### Navigation
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@@ -15,13 +15,13 @@ The good news is, contributing to the class reference is quite easy; it's a (par
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## Current status
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So that's where [we need YOU](http://docs.godotengine.org/en/latest/contributing/updating_the_class_reference.html). There was already an important effort before 2.0 to complete the class reference, but the work is far from finished. As of today, the class reference has 369 classes, 4420 methods, 1763 constants, 152 member variables and 142 signals. Out of which only 34% have proper descriptions so far. (You can get a nice overview for yourself using bojidar\_bg's awesome script in ``doc/tools/doc_status.py``)
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So that's where [we need YOU](https://contributing.godotengine.org/en/latest/documentation/class_reference.html). There was already an important effort before 2.0 to complete the class reference, but the work is far from finished. As of today, the class reference has 369 classes, 4420 methods, 1763 constants, 152 member variables and 142 signals. Out of which only 34% have proper descriptions so far. (You can get a nice overview for yourself using bojidar\_bg's awesome script in ``doc/tools/doc_status.py``)
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You can also see the detailed status in [this collaborative pad](https://etherpad.net/p/godot-classref-status) that we use to coordinate the contribution effort.
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## How to help?
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Everything is described in the docs page [Updating the class reference](http://docs.godotengine.org/en/latest/contributing/updating_the_class_reference.html). Basically the workflow is to fork and clone Godot's source repository, edit the ``doc/base/classes.xml`` file and make a pull request for your changes.
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Everything is described in the docs page [Updating the class reference](https://contributing.godotengine.org/en/latest/documentation/class_reference.html). Basically the workflow is to fork and clone Godot's source repository, edit the ``doc/base/classes.xml`` file and make a pull request for your changes.
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For more efficiency, and because it's funnier to work on such things together (especially when you have questions about what a given method does), you are very welcome to join the [#godotengine-doc](http://webchat.freenode.net/?channels=#godotengine-doc) IRC channel on Freenode to discuss live with the rest of the documentation team.
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@@ -38,6 +38,6 @@ So don't wait, and help us give Godot the documentation it deserves!
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## Useful links
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- [Online class reference](http://docs.godotengine.org/en/latest/classes/_classes.html)
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- [Contributing to the class reference](http://docs.godotengine.org/en/latest/contributing/updating_the_class_reference.html)
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- [Contributing to the class reference](https://contributing.godotengine.org/en/latest/documentation/class_reference.html)
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- [Collaborative pad](https://etherpad.net/p/godot-classref-status)
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- [Recent class reference changes](https://github.com/godotengine/godot/commits/master/doc)
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@@ -13,8 +13,8 @@ After 5 docs sprints, the class reference **went up from 35% to 60% complete**!
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**3 steps to become a Contributor**
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1. Read the **[Contributor's Guide](http://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html)**
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2. Follow the **[Writer's Guidelines](http://docs.godotengine.org/en/latest/community/contributing/docs_writing_guidelines.html)**
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1. Read the **[Contributor's Guide](https://contributing.godotengine.org/en/latest/documentation/class_reference.html)**
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2. Follow the **[Writer's Guidelines](https://contributing.godotengine.org/en/latest/documentation/guidelines/docs_writing_guidelines.html)**
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3. Use the shared pad to **[tell us what you're working on](https://hackmd.io/s/H1es51Oeqb)**
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@@ -421,7 +421,7 @@ Godot 3.1 will bring a new and more powerful animation tree, modern occlusion cu
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You can greatly help us improve Godot, as well as make it faster and better. Besides contributing code (if you are a programmer), you can help us a lot by [becoming our patron](https://www.patreon.com/godotengine). Additionally, spreading the word will always benefit us, as most game developers still have never tried (or even heard of) Godot. Finally, the best contribution might be to use Godot to develop and publish awesome games!
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See our [community documentation](http://docs.godotengine.org/en/latest/community/contributing/ways_to_contribute.html) for a description of all the ways you can contribute to Godot and how.
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See our [community documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html) for a description of all the ways you can contribute to Godot and how.
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Have fun with this long-awaited release!
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@@ -35,7 +35,7 @@ Join me for a 4 hours livestream starting on Sunday, June 9, 11PM UTC. *The vide
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## How can I participate? ##
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If you want to contribute to the code reference, starting by reading the [**Contribute to the Class Reference**](https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html) page to learn about the workflow.
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If you want to contribute to the code reference, starting by reading the [**Contribute to the Class Reference**](https://contributing.godotengine.org/en/latest/documentation/class_reference.htmlhtml) page to learn about the workflow.
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I made a complete video tutorial to show you the entire workflow, explain the best practices, and my techniques to be as productive as possible:
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@@ -43,7 +43,7 @@ I made a complete video tutorial to show you the entire workflow, explain the be
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<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/5jeHXxeX-JY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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Then, you can get started anytime. If you feel like writing the reference straight, check out the [**Docs writing guidelines**](https://docs.godotengine.org/en/latest/community/contributing/docs_writing_guidelines.html), then make sure to check the [existing documentation-related issues](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Adocumentation) to see what other contributors reported.
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Then, you can get started anytime. If you feel like writing the reference straight, check out the [**Docs writing guidelines**](https://contributing.godotengine.org/en/latest/documentation/guidelines/docs_writing_guidelines.html), then make sure to check the [existing documentation-related issues](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Adocumentation) to see what other contributors reported.
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Use this shared document to let everyone know what you're working on: https://hackmd.io/@gdquest/godot-docs-sprint
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@@ -33,6 +33,6 @@ Some work can still be permitted during the beta phase. Bigger features can stil
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---
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If you want to contribute to the engine, now is a great time to do so! The faster we can fix the outstanding issues, the sooner everyone can enjoy a brand new iteration of Godot. You can start by reading our [guidelines for contributors](https://docs.godotengine.org/en/latest/community/contributing/index.html). Then look on GitHub for issues that [may be interesting to you](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A4.0), try to reproduce them, and figure out a fix.
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If you want to contribute to the engine, now is a great time to do so! The faster we can fix the outstanding issues, the sooner everyone can enjoy a brand new iteration of Godot. You can start by reading our [guidelines for contributors](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html). Then look on GitHub for issues that [may be interesting to you](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A4.0), try to reproduce them, and figure out a fix.
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Thank you for your support!
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@@ -21,10 +21,10 @@ We have many new features, and documentation is going to be the first place peop
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- **Who?** Everyone is welcome. Whether you're new to contributing, or returning to the project, there's enough to do for everyone.
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- **How to start?** The [writing documentation](https://docs.godotengine.org/en/latest/contributing/documentation/) page in the documentation is a good start. If you have any questions, get in touch with the maintainers in the [#documentation](https://chat.godotengine.org/channel/documentation) channel on the Contributors Chat. You can see the whole documentation team on the [Teams page](https://godotengine.org/teams#documentation). If in doubt, ping **Max (@mhilbrunner)**.
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- **How to start?** The [writing documentation](https://contributing.godotengine.org/en/latest/documentation/overview.html) page in the documentation is a good start. If you have any questions, get in touch with the maintainers in the [#documentation](https://chat.godotengine.org/channel/documentation) channel on the Contributors Chat. You can see the whole documentation team on the [Teams page](https://godotengine.org/teams#documentation). If in doubt, ping **Max (@mhilbrunner)**.
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- **Where to start?** Have a look at open issues in the [documentation repository](https://github.com/godotengine/godot-docs/issues), as well as the [main repository](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Adocumentation+milestone%3A4.0). You can also check the areas of the engine you're most familiar with. See if the class reference is [updated and complete](https://godotengine.github.io/doc-status/) for that area, whether the tutorials need to be updated, and so on.
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- **Gotchas.** The **Class Reference** is maintained in the [main repository](https://github.com/godotengine/godot/tree/master/doc/classes) and needs to be edited there. See [this article](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html) for more information.
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- **Gotchas.** The **Class Reference** is maintained in the [main repository](https://github.com/godotengine/godot/tree/master/doc/classes) and needs to be edited there. See [this article](https://contributing.godotengine.org/en/latest/documentation/class_reference.html) for more information.
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Thanks to everyone who contributes and helps make this project better for everyone. Let's end this announcement with a video by [Nathan of GDQuest fame](https://www.gdquest.com/) on how to start contributing to Godot's docs! [Watch it here](https://www.youtube.com/watch?v=5jeHXxeX-JY).
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@@ -37,9 +37,9 @@ This change involves registering as many redirections on the back-end, affecting
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## Content and contribution guidelines
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|
||||
The guidelines are much simpler and are now split into shorter pages based on your interests. The new [contributing section](https://docs.godotengine.org/en/latest/community/contributing/index.html) now gives you a better overview of how you can help.
|
||||
The guidelines are much simpler and are now split into shorter pages based on your interests. The new [contributing section](https://contributing.godotengine.org/en/latest/index.html) now gives you a better overview of how you can help.
|
||||
|
||||
We have new [content guidelines](https://docs.godotengine.org/en/latest/community/contributing/content_guidelines.html) to define what should and shouldn't go into the docs.
|
||||
We have new [content guidelines](https://contributing.godotengine.org/en/latest/documentation/guidelines/content_guidelines.html) to define what should and shouldn't go into the docs.
|
||||
|
||||
Until now, we accepted a bit of everything; we lacked a clear direction and quality standards. These guidelines give us clear goals and help to set priorities for the online manual.
|
||||
|
||||
|
||||
@@ -61,7 +61,7 @@ There currently is a lot of demand for additional languages, such as Java, Haxe,
|
||||
Officially, our supported languages for now will be GDScript, Mono, VisualScript and C++. If you want to help integrate another language, you should first of all contact us (see contact info at the bottom of the site or use IRC: [#godotengine-devel on Freenode](https://webchat.freenode.net/?channels=godotengine-devel)). The process to add new languages is more or less the following:
|
||||
|
||||
1. **Re-create Godot's basic types in your new language**: These are types such as `Vector3`, `int`, `float`, `String`, etc. Many of these are usually provided already.
|
||||
2. **Create a module**: A C++ module that creates binding code needs to be done ([creating modules in C++ is well documented](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/custom_modules_in_cpp.html)). The entire exposed Godot API can be accessed via the static functions in `ObjectTypeDB`.
|
||||
2. **Create a module**: A C++ module that creates binding code needs to be done ([creating modules in C++ is well documented](https://docs.godotengine.org/en/latest/engine_details/architecture/custom_modules_in_cpp.html)). The entire exposed Godot API can be accessed via the static functions in `ObjectTypeDB`.
|
||||
3. **Generate binding code** in your new language that accesses the exposed functions in the `MethodBind` class (there is one for each exposed method).
|
||||
4. **Create a `ScriptLanguage`** class and supply the neccesary methods exposed for debugging, profiling, etc. You can supply symbols, code completion helpers, etc. if this language is meant to be edited inside Godot.
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@ date: 2018-09-08 00:00:00
|
||||
|
||||
Looking for a good chance to learn about Godot internals and development? Want to become a hero and help with the release of Godot 3.1? This is your chance!
|
||||
|
||||
Like every time we release an alpha, many issues [were tagged as "Hero Wanted"](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Abug+milestone%3A3.1+sort%3Acreated-asc+label%3A%22hero+wanted%21%22) and include a description of how they could be fixed. You can take a stab at them and create a [pull request](http://docs.godotengine.org/en/3.0/community/contributing/pr_workflow.html) with the fix.
|
||||
Like every time we release an alpha, many issues [were tagged as "Hero Wanted"](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Abug+milestone%3A3.1+sort%3Acreated-asc+label%3A%22hero+wanted%21%22) and include a description of how they could be fixed. You can take a stab at them and create a [pull request](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html) with the fix.
|
||||
|
||||
Don't know how to set up a development environment? Here are guides for compiling Godot on [Windows](http://docs.godotengine.org/en/3.0/development/compiling/compiling_for_windows.html), [Desktop Linux](http://docs.godotengine.org/en/3.0/development/compiling/compiling_for_x11.html) and [OSX](http://docs.godotengine.org/en/3.0/development/compiling/compiling_for_osx.html). You will most likely need an IDE for editing code, which can be [Qt Creator](https://www1.qt.io/offline-installers/) (Scroll down for the stand-alone installer) or [Visual Studio Code](https://code.visualstudio.com/). Guides on setting up the IDE can be found [here](http://docs.godotengine.org/en/3.0/development/cpp/configuring_an_ide.html).
|
||||
|
||||
|
||||
@@ -84,7 +84,7 @@ This is both an optimization and a feature. The Acyclic Render Graph (ARG) is a
|
||||
|
||||
* **Direct3D 12 rendering driver ([GH-70315](https://github.com/godotengine/godot/pull/70315)) (merged for 4.3)**
|
||||
|
||||
In December we merged support for a D3D12 rendering driver. This is the GPU backend of choice for Windows devices. Currently users need to [compile Godot from source](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html#compiling-with-support-for-direct3d-12) to include support for D3D12, but we are investigating ways that we could provide D3D12 support out of the box.
|
||||
In December we merged support for a D3D12 rendering driver. This is the GPU backend of choice for Windows devices. Currently users need to [compile Godot from source](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_windows.html#compiling-with-support-for-direct3d-12) to include support for D3D12, but we are investigating ways that we could provide D3D12 support out of the box.
|
||||
|
||||
* **Metal rendering driver (in progress)**
|
||||
|
||||
|
||||
@@ -57,7 +57,7 @@ Be aware that the stress tests are meant by nature to only test the worst case s
|
||||
|
||||
From here on out, the 4.5 release official templates will only support WebAssembly SIMD-compatible browsers in order to keep the template sizes small. We generally aim to maintain compatibility with the oldest devices we can. But in this case, the performance gains are too large to ignore and the chances of users having browsers that are that far out of date is too small relative to the potential benefits.
|
||||
|
||||
If you need to use non-SIMD templates, don't fret. You can always [build](https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html) the Godot Editor and the engine templates without WebAssembly SIMD support by using the `wasm_simd=no` build option.
|
||||
If you need to use non-SIMD templates, don't fret. You can always [build](https://docs.godotengine.org/en/stable/engine_details/development/compiling/index.html) the Godot Editor and the engine templates without WebAssembly SIMD support by using the `wasm_simd=no` build option.
|
||||
|
||||
## What's next?
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@ image: /storage/app/uploads/public/5bf/33b/9b7/5bf33b9b794d9900123756.png
|
||||
date: 2018-11-19 00:00:00
|
||||
---
|
||||
|
||||
The [**pull request workflow**](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) is great, because it allows proposing changes to the codebase in a way where they can be evaluated, reviewed (with feedback) and eventually merged or rejected. Despite this, a large amount of pull requests (PRs) get rejected for reasons that are often unclear to new contributors.
|
||||
The [**pull request workflow**](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html) is great, because it allows proposing changes to the codebase in a way where they can be evaluated, reviewed (with feedback) and eventually merged or rejected. Despite this, a large amount of pull requests (PRs) get rejected for reasons that are often unclear to new contributors.
|
||||
|
||||
To avoid unnecesary work, this short article has some suggestions on what is desired and what is not, and the general rules for accepting or rejecting pull requests.
|
||||
|
||||
|
||||
@@ -102,7 +102,7 @@ current_tab: "governance"
|
||||
</li>
|
||||
<li>
|
||||
<strong>Open discussion:</strong> Before doing any significant amount of work, we encourage maintainers,
|
||||
contributors, and community to open and discuss features and proposals in the <a href="https://github.com/godotengine/godot-proposals">Godot proposals repository</a>. This allows all contributors to have a much better understanding of how users expect the new feature to be used. Because the primary aim of Godot is to produce a useful tool, we ask those who open proposals to discuss real-world use cases based on problems they are having with their current projects. This allows maintainers and contributors to have a much more "down to earth" understanding of user's requirements. This philosophy is best explained in the <a href="https://docs.godotengine.org/en/stable/community/contributing/best_practices_for_engine_contributors.html">engine contributor guidelines</a>.
|
||||
contributors, and community to open and discuss features and proposals in the <a href="https://github.com/godotengine/godot-proposals">Godot proposals repository</a>. This allows all contributors to have a much better understanding of how users expect the new feature to be used. Because the primary aim of Godot is to produce a useful tool, we ask those who open proposals to discuss real-world use cases based on problems they are having with their current projects. This allows maintainers and contributors to have a much more "down to earth" understanding of user's requirements. This philosophy is best explained in the <a href="https://contributing.godotengine.org/en/latest/engine/guidelines/best_practices.html">engine contributor guidelines</a>.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Community-minded:</strong> The Godot project is developed by and for the community. No corporate entity exists behind Godot that prioritizes one feature over another. Priorities are set by project leadership and area maintainers based on the feedback of the community in bug reports, proposals, and discussions in the various community channels. Ultimately, it is the community that determines the direction of the project.
|
||||
|
||||
@@ -370,7 +370,7 @@ localize: ["de", "en", "es", "fr", "ja", "ko", "pl", "pt-br", "zh-cn", "zh-tw"]
|
||||
<img src="/assets/home/code.svg" alt="" width="250" height="250" loading="lazy">
|
||||
<h4>{%t home.get_involved.cards.code.title %}</h4>
|
||||
<p>{%t home.get_involved.cards.code.text %}</p>
|
||||
<a href="https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html#technical-contributions"
|
||||
<a href="https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html#technical-contributions"
|
||||
class="btn btn-flat btn-flat-frosted" target="_blank" rel="noopener">{%t home.get_involved.cards.cta %}</a>
|
||||
</div>
|
||||
|
||||
@@ -378,7 +378,7 @@ localize: ["de", "en", "es", "fr", "ja", "ko", "pl", "pt-br", "zh-cn", "zh-tw"]
|
||||
<img src="/assets/home/document.svg" alt="" width="250" height="250" loading="lazy">
|
||||
<h4>{%t home.get_involved.cards.document.title %}</h4>
|
||||
<p>{%t home.get_involved.cards.document.text %}</p>
|
||||
<a href="https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html#technical-contributions"
|
||||
<a href="https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html#technical-contributions"
|
||||
class="btn btn-flat btn-flat-frosted" target="_blank" rel="noopener">{%t home.get_involved.cards.cta %}</a>
|
||||
</div>
|
||||
|
||||
@@ -386,7 +386,7 @@ localize: ["de", "en", "es", "fr", "ja", "ko", "pl", "pt-br", "zh-cn", "zh-tw"]
|
||||
<img src="/assets/home/report.svg" alt="" width="250" height="250" loading="lazy">
|
||||
<h4>{%t home.get_involved.cards.report.title %}</h4>
|
||||
<p>{%t home.get_involved.cards.report.text %}</p>
|
||||
<a href="https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html#technical-contributions"
|
||||
<a href="https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html#technical-contributions"
|
||||
class="btn btn-flat btn-flat-frosted" target="_blank" rel="noopener">{%t home.get_involved.cards.cta %}</a>
|
||||
</div>
|
||||
|
||||
|
||||
@@ -166,7 +166,7 @@ layout: default
|
||||
</svg>
|
||||
</div>
|
||||
</a>
|
||||
<a class="wishlist-btn-anchor howto" href="https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html" target="_blank">
|
||||
<a class="wishlist-btn-anchor howto" href="https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html" target="_blank">
|
||||
<div class="wishlist-btn-text">
|
||||
<span>How to contribute</span>
|
||||
<svg width="16" height="16" viewBox="0 0 16 16" fill="none" xmlns="http://www.w3.org/2000/svg">
|
||||
|
||||
Reference in New Issue
Block a user