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