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Remove duplicate asset library page

skyace65 3 năm trước cách đây
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community/asset_library/index.rst

@@ -8,4 +8,3 @@ Asset Library
    what_is_assetlib
    using_assetlib
    submitting_to_assetlib
-   uploading_to_assetlib

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community/asset_library/uploading_to_assetlib.rst

@@ -1,205 +0,0 @@
-.. _doc_uploading_to_assetlib:
-
-Submitting to the Asset Library
-===============================
-
-Introduction
-------------
-
-This tutorial aims to serve as a guide on how you can submit your own assets
-to the Godot Asset Library and share them with the Godot community.
-
-As mentioned in the :ref:`doc_using_assetlib` document, in order to be able to
-submit assets to the AssetLib, you need to have a registered account, and be
-logged in.
-
-Submission guidelines
----------------------
-
-Before submitting your asset, please ensure it follows all of the
-requirements, and also consider following the recommendations.
-
-Requirements
-~~~~~~~~~~~~
-
-Generally speaking, most assets people submit to the asset library
-are accepted. However, in order for your asset to be accepted, there
-are a few requirements your asset needs to meet to be approved.
-
-* The asset must **work**. If the asset doesn't run or otherwise doesn't
-  work in the specified Godot version, then it will be rejected.
-
-* The asset must have a proper **.gitignore** file. It's important to
-  keep redundant data out of the repository.
-  `Here's a template. <https://raw.githubusercontent.com/aaronfranke/gitignore/godot/Godot.gitignore>`_
-
-* No **submodules**, or any submodules must be non-essential. GitHub
-  does not include submodules in the downloaded ZIP file, so if the
-  asset needs the contents of the submodule, your asset won't work.
-
-* The **license** needs to be correct. The license listed on the asset
-  library must match the license in the repository. The repo MUST
-  have a license file, called either "LICENSE" or "LICENSE.md".
-  This file must contain the license text itself and a copyright
-  statement that includes the year(s) and copyright holder.
-
-* Use proper **English** for the name and description of your asset.
-  This includes using correct capitalization, and using full
-  sentences in the description. You can also include other languages,
-  but there should at least be an English version.
-
-* The icon link must be a **direct link**. For icons hosted on GitHub, the
-  link must start with "raw.githubusercontent.com", not "github.com".
-
-Recommendations
-~~~~~~~~~~~~~~~
-
-These things are not required for your asset to be approved, but
-if you follow these recommendations, you can help make the asset
-library a better place for all users.
-
-* Fix or suppress all script **warnings**. The warning system is there to
-  help identify issues with your code, but people using your asset
-  don't need to see them.
-
-* Make your code conform to the official **style guides**. Having a
-  consistent style helps other people read your code, and it also helps
-  if other people wish to contribute to your asset. See: the
-  :ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
-
-* If you have screenshots in your repo, place them in their own subfolder
-  and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
-  This prevents Godot from importing your screenshots.
-  On Windows, open a command prompt in the project folder and run
-  ``type nul > .gdignore`` to create a file whose name starts with a period.
-
-* If your asset is a library for working with other files,
-  consider including **example files** in the asset.
-
-* Consider adding a **.gitattributes** file to your repo. This file allows
-  giving extra instructions to Git, such as specifying line endings and listing
-  files not required for your asset to function with the ``export-ignore``
-  directive. This directive removes such files from the resulting ZIP file
-  and prevents them from being downloaded by the asset library users.
-  For a typical plugin **.gitattributes** may look like this:
-
-  .. code-block:: none
-
-    # Normalize EOL for all files that Git considers text files.
-    * text=auto eol=lf
-
-    # Ignore some files when exporting to a ZIP.
-    /.gitattributes     export-ignore
-    /.gitignore         export-ignore
-    /LICENSE            export-ignore
-    /LICENSE.md         export-ignore
-    /README.md          export-ignore
-    /project.godot      export-ignore
-    /icon.png           export-ignore
-    /icon.svg           export-ignore
-
-  Other types of assets may require a different configuration (e.g.
-  a project template requires **project.godot**).
-
-* If you are submitting a plugin, add a **copy** of your license and readme
-  to the plugin folder itself. This is the folder that users are guaranteed to
-  keep with their project, so a copy ensures they always have those files handy
-  (and helps them fulfill your licensing terms).
-
-* The **icon** should be a square, its aspect ratio should be 1:1. It should
-  also ideally have a minimum resolution of 64x64 pixels.
-
-* While the asset library allows more than just GitHub, consider
-  hosting your asset's source code on **GitHub**. Other services may not
-  work reliably, and a lack of familiarity can be a barrier to contributors.
-
-Submitting
-----------
-
-Once you are logged in, you will be able to head over to the "Submit Assets" page
-of the AssetLib, which will look like this:
-
-|image0|
-
-While it may look like a lot (and there is more as you scroll down), each field is
-described in terms of what you should put in. We will nonetheless go over what
-is required in the submission form here as well.
-
-* **Asset Name**:
-    The name of your asset. Should be a unique, descriptive title of
-    what your asset is.
-* **Category**:
-    The category that your asset belongs to, and will be shown in
-    search results. The category is split into **Addons** and **Projects**.
-    In-editor, assets of the Project type (Templates, Demos, Projects) only show
-    up when viewing the AssetLib from the Project Manager, while assets of the
-    Addon type will only be visible from inside a project.
-* **Godot version**:
-    The version of the engine that the asset works with.
-    Currently, it's not possible to have a single asset entry contain downloads for
-    multiple engine versions, so you may need to re-submit the asset multiple times,
-    with an entry for each Godot version it supports. This is particularly important
-    when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
-* **Version**:
-    The version number of the asset. While you are free to choose
-    and use any versioning scheme that you like, you may want to look into
-    something such as `SemVer <https://semver.org>`_ if you want your asset's
-    versioning scheme to be clear and consistent. Note that there is also an
-    internal version number, incremented every time the asset download URL is
-    changed or updated.
-* **Repository host**:
-    Assets uploaded to the AssetLib are not hosted on it
-    directly. Instead, they point to repositories hosted on third-party Git providers,
-    such as GitHub, GitLab or Bitbucket. This is where you choose which provider
-    your asset uses, so the site can compute the final download link.
-* **Repository URL**:
-    The URL to your asset's files/webpage. This will vary
-    based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
-* **Issues URL**:
-    The URL to your asset's issue tracker. Again, this will differ
-    from repository host to repository host, but will likely look similar to
-    `https://github.com/<user>/<project>/issues`. You may leave this field empty
-    if you use your provider's issue tracker, and it's part of the same repository.
-* **Download Commit**:
-    The commit of the asset. For example,
-    `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes
-    the actual download URL from this.
-* **Icon URL**:
-    The URL to your asset's icon (which will be used as a thumbnail
-    in the AssetLib search results and on the asset's page). Should be an image
-    in either the PNG or JPG format.
-* **License**:
-    The license under which you are distributing the asset. The list
-    includes a variety of free and open-source software licenses, such as GPL
-    (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
-    for a detailed description of each of the listed licenses.
-* **Description**:
-    Finally, you can use the Description field for a textual
-    overview of your asset, its features and behavior, a changelog, et cetera. In the
-    future, formatting with Markdown will be supported, but currently, your only
-    option is plain text.
-
-You may also include up to three video and/or image previews, which will be shown
-at the bottom of the asset page. Use the "Enable" checkbox on each of the preview
-submission boxes to enable them.
-
-* **Type**:
-    Either an image, or a video.
-* **Image/YouTube URL**:
-    Either a link to the image, or to a video, hosted on YouTube.
-* **Thumbnail URL**:
-    A URL to an image that will be used as a thumbnail for the
-    preview. This option will be removed eventually, and thumbnails will be automatically
-    computed instead.
-
-Once you are done, hit Submit. Your asset will be entered into the pending queue,
-which you can visit on the AssetLib `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may
-take up to a few days for your addon to be accepted (or rejected), so please
-be patient! You will be informed when your asset is reviewed. If it was rejected,
-you will be told why that may have been, and you will be able to submit it again
-with the appropriate changes.
-You may have some luck accelerating the approval process by messaging the
-moderators/assetlib reviewers on the `Godot Contributors Chat <https://chat.godotengine.org/>`_'s
-``#general`` channel or the official Discord server.
-
-.. |image0| image:: img/assetlib_submit.png