5.3 KiB
DEVELOPMENT.md
This is a set of general guidelines for developers.
Dev Tools
This project uses gdlint
and gdformat
from
Scony/godot-gdscript-toolkit
for linting & formatting, respectively.
These tools are integrated into our development workflow using Godot plugins: ryan-haskell/gdformat-on-save and krampus/gdlint-plugin respectively.
When a script is saved in the Godot editor, it is automatically formatted and checked for linting errors which are shown as warnings.
Setup on Linux Environment
gdlint
and gdformat
require Python >=3.8. On Ubuntu:
$ sudo apt update
$ sudo apt install python3 python3-venv
Next, install gdscript-toolkit
through pip
:
$ pip install --user -r requirements.txt
Then run godot
. The plugins should be configured automatically.
(If you prefer to install gdscript-toolkit
in a venv, just make sure
the plugins can find their required binaries.)
Setup on Windows Environment
Download and run the appropriate installer from the Python website
During installation, select the "Add python.exe to PATH" checkbox when prompted.
Open "Windows PowerShell" and run the following command to make sure pip is installed:
pip --version
Assuming pip is installed you should see a message like:
pip 24.0 from C:\Users\dummy\AppData\Local\Programs\Python\Python312\Lib\site-packages\pip (python 3.12)
If pip is installed, run the following command to install the toolkit for the linter and formatter:
install gdtoolkit==4.2.2
Then run the following command to finish the installation process:
pip install setuptools==69.5.1
Check that everything installed by running "gdlint -h" and you should see something like:
GDScript linter
A tool for diagnosing typical GDScript code problems.
On success and the exitcode is 0.
On failure, python exception or list of problems is shown and exitcode is non-zero.
...
Also run "gdformat -h" and you should see something like:
GDScript formatter
Uncompromising GDScript code formatter. The only configurable thing is
max line length allowed and tabs/spaces indent. The rest will be taken
care of by gdformat in a one, consistent way.
...
Git Hooks
If you like, you can use the included githooks to automatically check formatting & linting before making a commit.
You can enable our githooks like this:
$ git config core.hooksPath .githooks
Standards & Practices
Style
Code should generally conform to the GDScript style guide where possible. Use the provided linter and formatter to apply most style guidelines automatically.
Type Annotations
Use explicit type annotations wherever possible. Don't fret about it too much, this is GDScript and there are a lot of situations where you gotta do some freaky duck typing, but try to do as much explicit type annotation as you can.
Organization
NOTE update this section as we build out the project more
- All non-code assets go under
assets
- Graphical assets go under
assets/images
- Sprites go under
assets/images/sprites
- Sprites go under
- Audio assets go under
assets/audio
- Music goes under
assets/audio/music
- SFX assets go under
assets/audio/sfx
- Music goes under
- Video assets go under
assets/video
- Graphical assets go under
- Scenes and GDScript source files go under
src
- Godot plugins go under
addons
Git Workflow
We use a standard branching workflow. Here's the full process of getting something merged in:
- Create an issue for the feature you want to implement or the bug you want to fix, and assign it to yourself. Alternately, pick an existing issue you want to work on from the issue tracker.
- In your local repo, create a new branch off of
main
. Your feature branch's name should include the issue number and a brief descriptive title, e.g.37-immanentize-eschaton
or similar. - Build the feature or fix the bug or whatever it is you're
doing. Frequent, small commits are preferred, and it's a good idea
to merge new changes from
main
often. - Push your changes to the server and
create a pull request to merge your
feature branch into
main
. Your PR description should include the changes you made. If you include the phrase "closes #[issue number]" in your PR description, the issue will automatically be closed when your PR is merged, which is nice. - Request review from
intrusive/Owners
. If your patch touches something you think a specific dev needs to see, tag them for review explicitly. - Once your PR gets approval from either 1 member of
intrusive/Owners
or from the specific developer who needs to see it, merge it intomain
yourself. There should be a button on the PR page to do this. If it says you can't merge automatically, you probably need to merge new changes frommain
- If it wasn't done automatically, close the issue and delete the feature branch.
Try to stick to the above workflow as much as you can, but occasional shortcuts for hotfixes etc aren't the end of the world.