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Add page about the different ways to contribute

(cherry picked from commit 1a0d57824d52f56457fe72c3f38aa2542f58a125)
Rémi Verschelde 8 years ago
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      community/contributing/index.rst
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      community/contributing/ways_to_contribute.rst

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community/contributing/index.rst

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    :maxdepth: 1
    :name: toc-community-contributing
 
+   ways_to_contribute
    bug_triage_guidelines
    doc_and_l10n_guidelines
    updating_the_class_reference

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community/contributing/ways_to_contribute.rst

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+.. _doc_ways_to_contribute:
+
+Ways to contribute
+==================
+
+Godot Engine is a non-profit, community-driven free and open source project.
+Almost all (but our lead dev Juan, more on that below) developers are working
+*pro bono* on their free time, out of personal interest and for the love of
+creating a libre engine of exceptional quality.
+
+This means that to thrive, Godot needs as many users as possible to get
+involved by contributing to the engine. There are many ways to contribute to
+such a big project, making it possible for everybody to bring something
+positive to the engine, regardless of their skillset:
+
+-  **Be part of the community.** The best way to contribute to Godot and help
+   it become ever better is simply to use the engine and make its promotion by
+   word-of-mouth, in-game credits and splash screen, blog posts, tutorials,
+   videos, demos, gamedev or free software events, support on the Q&A, IRC,
+   forums, Discord, etc.
+   Being a user and advocate helps spread the word about our great engine,
+   which has no marketing budget and can therefore only rely on its community
+   to become more mainstream.
+
+-  **Make games.** That's no secret, to convince new users and especially
+   industry players that Godot is a relevant market player, we need great games
+   made with Godot. We know that the engine has a lot of potential, both for 2D
+   and 3D games, but given its young age we still lack big releases that will
+   draw attention to Godot. So keep working on your awesome projects, each new
+   game increases our credibility on the gamedev market!
+
+-  **Get involved in the engine's development.** This can be by contributing
+   code via pull requests, testing the development snapshots or directly the
+   git *master* branch, report bugs or suggest enhancements on the issue
+   tracker, improve the official documentation (both the class reference and
+   tutorials). The following sections will cover each of those "direct" ways
+   of contributing to the engine.
+
+-  **Donate.** Godot is a non-profit project, but it can still benefit from
+   user donations for many things. Apart from usual expenses such as hosting
+   costs or promotion material on events, we also use donation money to
+   acquire hardware when necessary (e.g. we used donation money to buy a
+   Macbook Pro to implement Retina/HiDPI support and various other
+   macOS-related features).
+   Most importantly, we also used donation money to hire our lead developer
+   Juan Linietsky, so that he can work full-time on the engine. Even with a low
+   monthly wage, we need a steady donation income to continue doing this, which
+   has been very beneficial to the project so far. So if you want to donate
+   some money to the project, check `our website <http://godotengine.org/donate>`_
+   for details.
+
+Contributing code
+-----------------
+
+The possibility to study, use, modify and redistribute modifications of the
+engine's source code are the fundamental rights that Godot's license grant you,
+making it `free and open source software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_.
+
+As such, everyone is entitled to modify
+`Godot's source code <https://github.com/godotengine/godot>`_, and send those
+modifications back to the upstream project in the form of a patch (a text file
+describing the changes in a ready-to-apply manner) or - in the modern workflow
+that we use - via a so-called "pull request" (PR), i.e. a proposal to directly
+merge one or more git commits (patches) into the main development branch.
+
+Contributing code changes upstream has two big advantages:
+
+-  Your own code will be reviewed and improved by other developers, and will be
+   further maintained directly in the upstream project, so you won't have to
+   reapply your own changes every time you move to a newer version. On the
+   other hand it comes with a responsability, as your changes have to be
+   generic enough to be beneficial to all users, and not just your project; so
+   in some cases it might still be relevant to keep your changes only for your
+   own project, if they are too specific.
+
+-  The whole community will benefit from your work, and other contributors will
+   behave the same way, contributing code that will be beneficial to you. At
+   the time of this writing, more than 300 developers have contributed code
+   changes to the engine!
+
+To ensure a good collaboration and overall quality, the Godot developers
+enforce some rules for code contribution, for example regarding the style to
+use in the C++ code (indentation, brackets, etc.) or the git and PR workflow.
+
+.. TODO. Those technical details are outlined in a specific section,
+   :ref:`doc_code_contribution_guidelines`.
+
+Testing and reporting issues
+----------------------------
+
+Another great way of contributing to the engine is to test development releases
+or the development branch and to report issues. It is also meaningful to report
+issues discovered in so-called stable releases, so that they can be fixed in
+the development branch and in future maintenance releases.
+
+Testing development versions
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+To help with the testing, you have several possibilities:
+
+-  Compile the engine from source yourself, following the instructions of the
+   :ref:`Compiling <toc-devel-compiling>` page for your platform.
+
+-  Test official pre-release binaries when they are announced (usually on the
+   blog and other community platforms), such as alpha, beta and RC (release
+   candidate) builds.
+
+-  Test "trusted" unofficial builds of the development branch; just ask
+   community members for reliable providers. Whenever possible, it's best to
+   use official binaries or to compile yourself though, to be sure about the
+   provenance of your binaries.
+
+As mentioned previously, it is also meaningful to keep your eyes peeled for
+potential bugs that might still be present in the stable releases, especially
+when using some niche features of the engine which might get less testing by
+the developers.
+
+Filing an issue on GitHub
+~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/issues>`_
+for bug reports and enhancement suggestions. You will need a GitHub account to
+be able to open a new issue there, and click on the "New issue" button.
+
+When you report a bug, you should keep in mind that the process is very similar
+to an appointment with your doctor. You noticed *symptoms* that make you think
+that something might be wrong (the engine crashes, some features don't work as
+expected, etc.). It's the role of the bug triaging team and the developers to
+then help make the diagnosis of the issue you met, so that the actual cause of
+the bug can be identified and addressed.
+
+You should therefore always ask yourself: what are the relevant information to
+give so that other Godot contributors can understand the bug, identify it and
+hopefully fix it. Here are some of the most important infos that you should
+always provide:
+
+-  **Operating system.** Sometimes bugs are system-specific, i.e. they happen
+   only on Windows, or only on Linux, etc. That's particularly relevant for all
+   bugs related to OS interfaces, such as file management, input, window
+   management, audio, etc.
+
+-  **Godot version.** This is a must have. Some issues might be relevant in the
+   current stable release, but fixed in the development branch, or the other
+   way around. You might also be using an obsolete version of Godot and
+   experiencing a known issue fixed in a later version, so knowing this from
+   the start helps to speed up the diagnosis.
+
+-  **How to reproduce the bug.** In the majority of cases, bugs are
+   reproducible, i.e. it is possible to trigger them reliably by following some
+   steps. Please always describe those steps as clearly as possible, so that
+   everyone can try to reproduce the issue and confirm it. Ideally, make a demo
+   project that reproduces this issue out of the box, zip it and attach it to
+   the issue (you can do this by drag and drop).
+   Even if you think that the issue is trivial to reproduce, adding a minimal
+   project that lets reproduce it is a big added value. You have to keep in
+   mind that there are thousands of issues in the tracker, and developers can
+   only dedicate little time to each issue.
+
+When you click the "New issue" button, you should be presented with a text area
+prefilled with our issue template. Please try to follow it so that all issues
+are consistent and provide the required information.
+
+Contributing to the documentation
+---------------------------------
+
+There are two separate resources referred to as "documentation" in Godot:
+
+-  **The class reference.** This is the documentation for the complete Godot
+   API as exposed to GDScript and the other scripting languages. It can be
+   consulted offline, directly in Godot's code editor, or online at
+   :ref:`Godot API <toc-class-ref>`.
+   To contribute to the class reference, you have to edit the
+   `doc/base/classes.xml` in Godot's git repository, and make a pull request.
+   See :ref:`updating_the_class_reference` for more details.
+
+-  **The tutorials and engine documentation.** This is the part you are reading
+   now, which is distributed in the HTML, PDF and EPUB formats. Its contents
+   are generated from plain text files in the reStructured Text (rst) format,
+   to which you can contribute via pull requests on the
+   `godot-docs <https://github.com/godotengine/godot-docs>`_ GitHub repository.
+
+.. TODO. See :ref:`documentation_guidelines` for more details.