Correct & simplify CONTRIBUTING.md
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# Contributing to Xash3D FWGS
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Third-party patches for Xash3D FWGS are great idea.
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But if you want your patch to be accepted, we can give you few guidelines.
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## If you are reporting bugs
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1. Check you are using latest version. You can build latest Xash3D FWGS for yourself, look to README.md.
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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.
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3. Now you can write bugreport.
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4. Describe steps to reproduce bug.
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5. Describe which OS and architecture you are using.
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6. Re-run engine with `-dev 2 -log` arguments, reproduce bug and post engine.log which can be found in your working directory.
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7. Attach screenshot if it will help clarify the situation.
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3. Re-run engine with `-dev 2 -log` arguments, reproduce bug and post engine.log which can be found in your working directory.
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3. Describe steps to reproduce bug.
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4. Describe which OS and architecture you are using.
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6. Attach screenshot if it will help clarify the situation.
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## If you are contributing code
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### Which branch?
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* We recommend using `master` branch. But you still can use any of our branches, if they are up-to-date.
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* We recommend using `master` branch.
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### Third-party libraries
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* Philosophy of any Xash Project by Uncle Mike: don't be bloated. We follow it too.
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* There is allowed only these libraries, which is used in Linux GoldSrc version or if there is a REAL reason to use library.
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* There is allowed only these libraries, if there is a REAL reason to use library and library is crossplatform. It's will be nice, if you will leave a possibility to remove new dependency at build-time.
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* Adding new dependencies for Waf Build System is not welcomed.
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### Portability level
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* 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.
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* If your feature need platform-specific code, try to implement to every supported OS and every supported compiler.
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* 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.
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* You must put it under appopriate macro. It's a rule: Xash3D FWGS must at least compile everywhere.
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| OS | Macro |
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* This project uses mixed Quake's and HLSDK's C/C++ code style convention.
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* In short:
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* Use spaces in parenthesis. Even in empty.
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* Use tabs, not spaces, for indentation.
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* Use spaces in parenthesis.
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* Only tabs for indentation.
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* Any brace must have it's own line.
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* Short blocks, if statements and loops on single line are allowed.
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* Try to avoid magic numbers.
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* Avoid magic numbers.
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* While macros are powerful, it's better to avoid overusing them.
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* If you unsure, try to mimic code style from anywhere else of engine source code.
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