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# Contributing to Wesnoth
Wesnoth was built with the hard work of volunteers all over the world! Everyone is welcome to contribute.
Wesnoth was built with the hard work of volunteers all over the world! Everyone is welcome to come and contribute. TODO: list the different types of contributions that people can make.
## Contacting Us
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## Art and Music
We generally accept art and music submissions where needed. There isn't any definitive list of assets we require, so we recommend you talk to us first before you start. We're also open to commissions for larger projects (character portraits, story art, music tracks, etc). Definitely get in touch if you're interested!
Art and music submissions are accepted usually to fill in missing or outdated assets. If you are interested in contributing, we recommend that you contact us first to determine the best resources for you to work on based on need and interest. We also commission larger projects such as character portraits, story art, and music tracks.
## Bug Reports
Please report all bugs you find here on GitHub (preferably) or on the forums.
Please report any bugs here on GitHub (preferred) or on the forums.
### Bugs in User-Made Content
If you encounter an engine bug such as a crash, scripting error, etc., do report it here. Otherwise, problems with user-made content should be reported to the respective creators on the forums. You can usually find a thread for the add-on in question in the [Scenario & Campaign Development](http://www.wesnoth.org/forum/viewforum.php?f=8), [Faction & Era Development](http://www.wesnoth.org/forum/viewforum.php?f=19) or [Multiplayer Development](http://www.wesnoth.org/forum/viewforum.php?f=15) sections.
### Information to Include
We've put together several issue templates to choose from when opening a bug report. Please choose the one that best fits the bug. They'll outline any info we might need. You don't need to include *everything* (we don't need screenshots for a compiling issue, for example), but generally, the more you can include, the better! We can't fix a bug we can't track down.
If you encounter an engine bug such as a crash, scripting error, etc., report it here. Otherwise, issues with user-made content should be reported to their respective creators on the forums. You can usually find a thread for the add-on in question in the [Scenario & Campaign Development](http://www.wesnoth.org/forum/viewforum.php?f=8), [Faction & Era Development](http://www.wesnoth.org/forum/viewforum.php?f=19) or [Multiplayer Development](http://www.wesnoth.org/forum/viewforum.php?f=15) sections.
### Feature Requests
We also accept suggestions for campaign improves, WML or Lua API changes, and general game enhancements here on GitHub. However, keep in mind it may take awhile before your idea is implemented, if at all.
We accept suggestions for campaign improvements, WML or Lua API changes, and other game enhancements here on GitHub. In general, we recommend that you attempt to implement your idea yourself and submit a pull request containing relevant information to your feature.
### Information to Include
We have several issue templates to choose from when opening a bug report. Please choose the one that best fits the bug. You do not need to include everything (we don't need screenshots for a compiling issue, for example), but the more information you can provide, the better. We need at least enough information to replicate the bug before we can track down the root cause.
## Pull Requests
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### Code Formatting
If your pull request touches the engine's C++ source code, we recommend (but don't require) you run `.clang-format` on your changes before submitting them (Visual Studio Code gives you a handy context menu option to do so). This ensures your code remains formatted according to our conventions.
If your pull request touches the engine's C++ source code, we recommend (but don't require) you run `.clang-format` on your changes before submission (Visual Studio Code gives you a handy context menu option to do so). This ensures that your code remains formatted according to our conventions.
Generally, we follow a few rules:
- We use modern C++11 and later features. Use standard library APIs whenever possible over hand-rolled or third-party libraries.
- No spaces after `if` - ie, use `if()` and `while()` not `if ()` and `while ()`.
- No spaces after `if` - ie, use `if()` and `while()`, not `if ()` and `while ()`.
- Keep opening brackets on the same line for conditional and control blocks. Put them on new lines for class, struct, and namespace declarations.
- Avoid C-style code, like casts (`(int)1.0`), arrays (`int[] foo;`), or function pointers (`void (*foo)()`). Use `static_cast`, `std::array`, or `std::function`, respectively.
- Use `nullptr`, not `NULL` or `0`.