From 94cfe1217a05b89c3fbedb3ab1a985f2dc770e71 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Tue, 19 Feb 2019 18:07:09 +0300 Subject: [PATCH] Create CONTRIBUTING.md --- CONTRIBUTING.md | 53 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 53 insertions(+) create mode 100644 CONTRIBUTING.md diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md new file mode 100644 index 00000000..3078977d --- /dev/null +++ b/CONTRIBUTING.md @@ -0,0 +1,53 @@ +# Contributing to Xash3D FWGS + +Third-party patches for Xash3D FWGS are great idea. +But if you want your patch to be accepted, we can give you few guidelines. + +## If you are reporting bugs + +1. Check you are using latest version. You can build latest Xash3D FWGS for yourself, look to README.md. +2. Check open issues is your bug is already reported and closed issues if it reported and fixed. Don't send bug if it's already reported. +3. Now you can write bugreport. +4. Describe steps to reproduce bug. +5. Describe which OS and architecture you are using. +6. Re-run engine with `-dev 2 -log` arguments, reproduce bug and post engine.log which can be found in your working directory. +7. Attach screenshot if it will help clarify the situation. + +## If you are contributing code + +### Which branch? + +* We recommend using `master` branch. But you still can use any of our branches, if they are up-to-date. + +### Third-party libraries + +* Philosophy of any Xash Project by Uncle Mike: don't be bloated. We follow it too. +* There is allowed only these libraries, which is used in Linux GoldSrc version or if there is a REAL reason to use library. + +### Portability level + +* Xash3D have it's own crt library. It's recommended to use it. It most cases it's just a wrappers around standart C library. +* If your feature need platform-specific code, try to implement to every supported OS and every supported compiler. +* You must put it under appopriate macro. It's a rule: Xash3D FWGS must at least compile everywhere. + +| OS | Macro | +| -- | ----- | +| Linux | `defined(__linux__)` | +| FreeBSD | `defined(__FreeBSD__)` | +| NetBSD | `defined(__NetBSD__)` | +| OpenBSD | `defined(__OpenBSD__)` | +| OS X/iOS | `defined(__APPLE__)` and TargetConditionals macros | +| Windows | `defined(_WIN32)` | +| Android | `defined(__ANDROID__)` | +| Emscripten | `defined(__EMSCRIPTEN__)` | + +### Code style + +* This project uses mixed Quake's and HLSDK's C/C++ code style convention. +* In short: + * Use spaces in parenthesis. Even in empty. + * Use tabs, not spaces, for indentation. + * Any brace must have it's own line. + * Short blocks, if statements and loops on single line are allowed. + * Try to avoid magic numbers. +* If you unsure, try to mimic code style from anywhere else of engine source code.