If you are reporting bugs
- Check you are using latest version. You can build latest Xash3D FWGS for yourself, look to README.md.
- 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.
- Re-run engine with
-dev 2 -logarguments, reproduce bug and post engine.log which can be found in your working directory.
- Describe steps to reproduce bug.
- Describe which OS and architecture you are using.
- Attach screenshot if it will help clarify the situation.
If you are contributing code
- We recommend using
- Philosophy of any Xash Project by Uncle Mike: don't be bloated. We follow it too.
- Adding new library is allowed only if there is a REAL reason to use it. It's will be nice, if you will leave a possibility to remove new dependency at build-time.
- Adding new dependencies for Waf Build System is not welcomed.
- 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, move it to
engine/platformand try to implement to every supported OS and every supported compiler or at least leave a stubs.
- You must put it under appopriate macro. It's a rule: Xash3D FWGS must compile everywhere. For list of platforms we support, refer to public/build.h file.
This project uses mixed Quake's and HLSDK's C/C++ code style convention.
- Use spaces in parenthesis.
- Only tabs for indentation.
- Any brace must have it's own line.
- Short blocks, if statements and loops on single line are allowed.
- Avoid magic numbers.
- While macros are powerful, it's better to avoid overusing them.
- If you unsure, try to mimic code style from anywhere else of engine source code.
ANY commit message should start from declaring a tags, in format:
tag: added some bugs
tag: subtag: fixed some features
Tags can be any: subsystem, simple feature name or even just a filename, without extension. Just keep them always same, it helps keep history clean and commit messages short.