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- Reformat logo license as a plain text file.
- Fix outdated links or references to SFC or Visual Script.
- Tweak contents of `CONTRIBUTING.md` to highlight contributor docs more
prominently, and make it easier to parse.
- Tweak formatting and contents in `thirdparty/README.md` for consistency.
Copy file name to clipboardexpand all lines: .github/ISSUE_TEMPLATE/bug_report.yml
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- A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`).
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- Required, unless the reproduction steps are trivial and don't require any project files to be followed. In this case, write "N/A" in the field.
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- Drag and drop a ZIP archive to upload it. **Do not select another field until the project is done uploading.**
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- **Note for C# users:** If your issue is *not* Mono-specific, please upload a minimal reproduction project written in GDScript or VisualScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a Mono setup available.
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- **Note for C# users:** If your issue is *not* C#-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.
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- **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.
Please follow the instructions in the template when you do.
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Notably, please include a Minimal Reproduction Project (MRP), which is a small
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Godot project which reproduces the issue, with no unnecessary files included.
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Be sure to not include the `.godot` folder in the archive to save space.
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Make sure that the bug you are experiencing is reproducible in the latest Godot
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releases. You can find an overview of all Godot releases [on the website](https://godotengine.org/download/archive/)
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to confirm whether your current version is the latest one. It's worth testing
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against both the latest stable release and the latest dev snapshot for the next
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Godot release.
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If you run into a bug which wasn't present in an earlier Godot version (what we
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call a _regression_), please mention it and clarify which versions you tested
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(both the one(s) working and the one(s) exhibiting the bug).
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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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**The main issue tracker is for bug reports and does not accept feature proposals.**
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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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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 and issue template.
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## Contributing pull requests
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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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You can refer to the [Pull request review process](https://docs.godotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html)
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for insights into the intended lifecycle of pull requests. This should help you
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ensure that your pull request fulfills the requirements.
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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/contributing/development/index.html)
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for an introduction to developing on Godot.
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The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/ways_to_contribute.html)
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also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
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and the [code style](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html) 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 documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html#updating-class-reference-when-working-on-the-engine)
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using your compiled binary, then fill in the descriptions.
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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(with a helpful guide for Git usage), and our [Code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html)
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which all contributions need to follow.
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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/contributing/development/core_and_modules/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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### Be mindful of your commits
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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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than one big PR with three commits. This makes it easier to review, approve, and
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merge the changes independently.
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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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commit, try to merge them together before making your pull request. This
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includes fixing build issues or typos, adding documentation, etc.
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See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
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documentation for tips on using Git, amending commits and rebasing branches.
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This [Git style guide](https://github.com/agis-/git-style-guide) also has some
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good practices to have in mind.
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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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(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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changelog or in the GitHub interface unless you click the "expand" button.
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Try to keep that first line under 72 characters, but you can go slightly above
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if necessary to keep the sentence clear.
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It should be written in English, starting with a capital letter, and usually
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with a verb in imperative form. A typical bugfix would start with "Fix", while
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the addition of a new feature would start with "Add". A prefix can be added to
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specify the engine area affected by the commit. Some examples:
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- Add C# iOS support
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- Show doc tooltips when hovering properties in the theme editor
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- Fix GLES3 instanced rendering color and custom data defaults
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- Core: Fix `Object::has_method()` for script static methods
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If your commit fixes a reported issue, please include it in the _description_
Please refer to our [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html)
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for an overview of the translation resources and what they correspond to.
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## Communicating with developers
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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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about Godot Engine development. Browse the [Directory](https://chat.godotengine.org/directory/channels)
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for an overview of public channels focusing on various engine areas which you
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might be interested in.
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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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existing issue about a topic you want to discuss, you can participate directly.
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If not, you can open a new issue. Please mind the guidelines outlined above
Copy file name to clipboardexpand all lines: README.md
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**[Godot Engine](https://godotengine.org) is a feature-packed, cross-platform
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game engine to create 2D and 3D games from a unified interface.** It provides a
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comprehensive set of [common tools](https://godotengine.org/features), so that users can focus on making games
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without having to reinvent the wheel. Games can be exported with one click to a
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number of platforms, including the major desktop platforms (Linux, macOS,
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Windows), mobile platforms (Android, iOS), as well as Web-based platforms
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and [consoles](https://docs.godotengine.org/en/latest/tutorials/platform/consoles.html).
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comprehensive set of [common tools](https://godotengine.org/features), so that
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users can focus on making games without having to reinvent the wheel. Games can
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be exported with one click to a number of platforms, including the major desktop
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platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as
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Web-based platforms and [consoles](https://docs.godotengine.org/en/latest/tutorials/platform/consoles.html).
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## Free, open source and community-driven
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Godot is completely free and open source under the very permissive [MIT license](https://godotengine.org/license).
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No strings attached, no royalties, nothing. The users' games are theirs, down
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to the last line of engine code. Godot's development is fully independent and
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community-driven, empowering users to help shape their engine to match their
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expectations. It is supported by the [Software Freedom Conservancy](https://sfconservancy.org/)
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expectations. It is supported by the [Godot Foundation](https://godot.foundation/)
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not-for-profit.
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Before being open sourced in [February 2014](https://github.com/godotengine/godot/commit/0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac),
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Godot had been developed by [Juan Linietsky](https://github.com/reduz) and
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[Ariel Manzur](https://github.com/punto-) (both still maintaining the project) for several
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years as an in-house engine, used to publish several work-for-hire titles.
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[Ariel Manzur](https://github.com/punto-) (both still maintaining the project)
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for several years as an in-house engine, used to publish several work-for-hire
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titles.
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### Binary downloads
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Official binaries for the Godot editor and the export templates can be found
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[on the homepage](https://godotengine.org/download).
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[on the Godot website](https://godotengine.org/download).
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### Compiling from source
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