mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-15 13:41:33 +01:00
48 lines
2.2 KiB
Markdown
48 lines
2.2 KiB
Markdown
## 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. Re-run engine with `-dev 2 -log` arguments, reproduce bug and post engine.log which can be found in your working directory.
|
|
3. Describe steps to reproduce bug.
|
|
4. Describe which OS and architecture you are using.
|
|
6. Attach screenshot if it will help clarify the situation.
|
|
|
|
## If you are contributing code
|
|
|
|
### Which branch?
|
|
|
|
* We recommend using `master` branch.
|
|
|
|
### Third-party libraries
|
|
|
|
* 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.
|
|
|
|
### 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, move it to `engine/platform` and 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.
|
|
|
|
### Code style
|
|
|
|
* This project uses mixed Quake's and HLSDK's C/C++ code style convention.
|
|
* In short:
|
|
* 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.
|
|
|