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 skill set:
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 promote it by word-of-mouth, in the credits or splash screen of your games, blog posts, tutorials, videos, demos, gamedev or free software events, support on the Q&A, forums, Contributors Chat, Discord, etc. Participate! 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. It's no secret that, to convince new users and especially the industry at large 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!
Osallistu moottorin kehitykseen. Tämä voi tapahtua antamalla koodia muutospyyntöjen kautta, testaamalla kehityskuvat tai suoraan git master -haarat, raportoimalla virheistä tai ehdottamalla parannuksia ongelmanseurantaan, parantamalla virallista dokumentaatiota (sekä luokkaviittauksia että opetusohjelmia) ja sen käännöksiä. Seuraavissa kohdissa käsitellään kutakin näistä "suorista" tavoista osallistua moottoriin.
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 promotional 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 core developers so they 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 for details.
The possibility to study, use, modify and redistribute modifications of the engine's source code are the fundamental rights that Godot's MIT license grants you, making it free and open source software.
Näin ollen jokaisella on oikeus muuttaa Godotin lähdekoodia ja lähettää nämä muutokset takaisin tuotantovirran ylävirtaan kuuluvalle projektille korjauksen muodossa (tekstitiedosto, jossa muutokset kuvataan valmiina sovellettavaksi) tai - käyttämässämme nykyaikaisessa työnkulussa - niin sanotun "muutospyynnön" (PR) kautta, eli ehdotus yhden tai useamman Git-komennon (patch) yhdistämisestä suoraan pääkehityshaaraan.
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 responsibility, 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 1000 developers have contributed code changes to the engine!
To ensure good collaboration and overall quality, the Godot developers enforce some rules for code contributions, for example regarding the style to use in the C++ code (indentation, brackets, etc.) or the Git and PR workflow.
A good place to start is by searching for issues tagged as good first issue on GitHub.
Technical details about the PR workflow are outlined in a specific section, Muutospyynnön työnkulku.
Details about the code style guidelines and the
tool used to enforce them are outlined in
Code style guidelines.
Kaikkien muutospyyntöjen on käytävä läpi tarkistusprosessi ennen kuin ne hyväksytään. Muutosten laajuudesta riippuen voi kestää jonkin aikaa, ennen kuin moottorin muutetusta osasta vastaava ylläpitäjä antaa lausuntonsa. Arvostamme kaikkia avustajiamme ja pyydämme heitä olemaan kärsivällisiä sillä odotettavissa on, että Godotin kaltaisessa avoimen lähdekoodin projektissa on paljon enemmän avustajia kuin niiden vahvistajia.
To make sure that your time and efforts aren't wasted, it is recommended to vet the idea first before implementing it and putting it for a review as a PR. To that end, Godot has a proposal system. Its usage is encouraged to plan changes and discuss them with the community. Implementation details can also be discussed with other contributors on the Godot Contributors Chat.
Proposals are only required when working on an enhancement or a new feature. Bug reports are sufficient for fixing issues.
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 helpful to report issues discovered in 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 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 release candidate (RC) 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 helpful 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 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 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 is 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.
Hardware. Sometimes bugs are hardware-specific, i.e. they happen only on certain processors, graphic cards, etc. If you are able to, it can be helpful to include information on your hardware.
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 everyone 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:
Luokkaviittaus. Tämä on dokumentaatio koko Godot API:lle, sellaisena kuin se näkyy GDScriptille ja muille skriptikielille. Siihen voi tutustua offline-tilassa, suoraan Godot'n koodieditorissa tai verkossa osoitteessa Godot API. Jos haluat osallistua luokkaviittaukseen, sinun on muokattava luokkaa vastaavaa XML-tiedostoa ja tehtävä muutosehdotus. Katso lisätietoja Contributing to the class reference ja Class reference writing guidelines.
Ohjeita ja moottorin dokumentaatio ja sen käännökset. Tämä on nyt lukemasi osa, joka on jaettu HTML-muodossa. Sen sisältö on tuotettu tavallisista tekstitiedostoista reStructured Text (rst) -muodossa, johon voit osallistua muutospyynnöillä godot-docs GitHub-tietovarastossa. Katso Contributing to the documentation lisätietoja.
To make Godot accessible to everyone, including users who may prefer resources in their native language instead of English, our community helps translate both the Godot editor and its documentation in many languages.
See Editor and docs localization for more details.