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Proofread README.md and CONTRIBUTING.md (#1251)
* Minor proofreading in README.md Capitalize Mono and add an article * Reorganize and revise CONTRIBUTING.md Minor wording differences, rearrange some sections
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CONTRIBUTING.md

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<br><br>
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## Contributing pull requests
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If you want to add new features or fix bugs, please make sure that:
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- The code you are submitting follows the recommended [GDScript style guide.](https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_styleguide.html). Downloading the [gdtoolkit](https://github.com/Scony/godot-gdscript-toolkit) and running `gdformat .` to automatically format your code, and `gdlint .` to give you tips on how to improve the code's style on the `src` folder is recommended before pushing your commits.
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- [Static typing](https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/static_typing.html) is used in the code, so please make sure the code in your PRs also use it.
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- Avoid including unneeded files in your commits. This is true mostly for Main.tscn and other scenes, as Godot likes to change them by itself. If you haven't made changes to scenes, please **do NOT** include them in your commits.
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- Please take a look at the differences of your changes and the main branch, and ensure you're not accidentally reverting something. This can often happen when your work is based on an older commit of the main repository's master branch.
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- Please have **Trim Trailing Whitespace On Save** enabled. This makes for cleaner VCS diffs. It's usually considered good practice to avoid trailing whitespace in files, and to make sure all files end with a single blank line.
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You can enable **Text Editor > Files > Trim Trailing Whitespace On Save** in the Editor Settings to do this automatically in the script editor.
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- Make sure your branch is up to date with the master branch. If it's not, please rebase it, if it's possible.
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- If your PR is closing an issue, make sure to let us know.
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- If you're making visual changes, it's a good idea to include screenshots in your PR. It's an easy way to let others know of the changes you made.
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- If you are adding new UI elements with text, please include the new strings in the `Translations.pot` file. Do not include them in the other `*.po` files. Please make sure to group similar elements together (like element names and their tooltips) by placing them close to each other.
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- If you want to make changes to UI elements that are PackedScenes, please edit them in their own scene files (open their scenes in the editor) instead of Main.tscn, or their parent scene in general.
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- If you are making changes to popup (and as an extension, dialog) nodes as different scenes, please don't forget to turn off their visibility.
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- When you're creating a new script, Godot will place some comments and methods for you. If you're not using them, please remove them. They're taking unnecessary space.
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- If you are adding new interactive UI elements such as buttons, don't forget to change their mouse default cursor shape to pointing arrow. Hint tooltips that explain the element's usage to the user are welcome too, just make sure to also include them in `Translations.pot`.
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- If you are adding new scripts and/or scenes, please put them somewhere inside the `src/` directory, and make sure to use PascalCase for your file and folder names. [Read this guide for more information.](https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/)
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- If you are adding images or any type of asset, please put them somewhere inside the `assets/` directory, and make sure to use snake_case for your file and folder names.
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- Do **NOT** use the `l10n_master`, `release` or `gh-pages` branches for development. Do not base your work from them, and do not open Pull Requests targeted at them.
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- If you want to add an error dialog, use the existing ErrorDialog, change its text and pop it up, instead of making a new one.
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If you are new to contributing to open source projects, make sure to read [this guide](https://opensource.guide/how-to-contribute/) before contributing. If you are new to git, [this guide](https://akrabat.com/the-beginners-guide-to-contributing-to-a-github-project/) will help you.
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Please create different pull requests for each feature you'd like to implement, or each bug you'd like to fix. Make sure your pull request only handles one specific topic, and not multiple. If you want to make multiple changes, make a pull request for each of them. For this reason, it's recommended you create new branches in your forked repository, instead of using your fork's master branch.
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This [Git style guide](https://github.com/agis-/git-style-guide) has some good practices to have in mind.
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If you are new to contributing to open source projects, make sure to read [this guide](https://opensource.guide/how-to-contribute/) before contributing. If you are new to git, [this guide](https://akrabat.com/the-beginners-guide-to-contributing-to-a-github-project/) will help you.
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Keep in mind that not all PRs will be merged. Some may need discussion, or others may be downright closed. To avoid that, it's best to create an [issue](https://github.com/Orama-Interactive/Pixelorama/issues) in the form of a proposal about the PR you are thinking to open, before actually opening it. That way, people can discuss and share their opinions and thoughts about the matter. This is especially necessary when the PR is meant to change how an already existing feature works, as some people may disagree with the change, or want to offer alternative ideas.
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If you want to add new features or fix bugs, please check the following guidelines:
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### Git
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- Make sure your branch is up to date with the master branch. If it's not, please rebase it, if it's possible.
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- Do **NOT** use the `l10n_master`, `release` or `gh-pages` branches for development. Do not base your work from them, and do not open Pull Requests targeted at them.
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- Avoid including unneeded files in your commits. This is true mostly for `Main.tscn` and other scenes, as Godot likes to change them by itself. If you haven't made changes to scenes, please **do NOT** include them in your commits.
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- Please take a look at the differences of your changes and the main branch, and ensure you're not accidentally reverting something. This can often happen when your work is based on an older commit of the main repository's master branch.
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- If your PR is closing an issue, make sure to let us know by referencing the issue's numerical ID.
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- If you're making visual changes, it's a good idea to include screenshots in your PR. It's an easy way to let others know of the changes you made.
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### Code
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- Ensure that your code follows the recommended [GDScript style guide](https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_styleguide.html). Before pushing your commits, we recommend downloading [gdtoolkit](https://github.com/Scony/godot-gdscript-toolkit), navigating to the `src` folder, then running `gdformat .` to automatically format your code and `gdlint .` to give you tips on how to improve the code's style.
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- [Static typing](https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/static_typing.html) is used in the code, so please make sure the code in your PRs also uses it.
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- Please enable **Editor Settings > Text Editor > Behavior > Trim Trailing Whitespace On Save** (visible with Advanced Settings). It's usually considered good practice to avoid trailing whitespace in files, and to make sure all files end with a single blank line. This makes for cleaner VCS diffs.
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- When you're creating a new script, if you have "Template" checked, Godot will place some comments and methods for you. If you're not using them, please remove them.
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Keep in mind, however, that not all PRs will be merged. Some may need discussion, or others may be downright closed. To avoid that, it's best to create an [issue](https://github.com/Orama-Interactive/Pixelorama/issues) in the form of a proposal about the PR you are thinking to open, before actually opening it. That way, people can discuss and share their opinions and thoughts about the matter. This is especially necessary when the PR is meant to change how an already existing feature works, as some people may disagree with the change, or want to offer alternative ideas.
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### Organization
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- New scripts and/or scenes should go under the `src/` directory and use `PascalCase` for file and folder names. [Read this guide for more information](https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/).
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- New images or other assets should go under the `assets/` directory and use `snake_case` for file and folder names.
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- If you're adding new UI elements with text, please include the new strings in the `Translations.pot` file. Do not include them in the other `*.po` files. Please make sure to group similar elements together (like element names and their tooltips) by placing them close to each other.
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- If you're making changes to UI elements that are `PackedScene`s, please directly edit them in their own scene files (open their scenes in the editor) instead of in `Main.tscn` or any parent scenes.
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- If you're making changes to popup (and as an extension, dialog) nodes as different scenes, please don't forget to turn off their visibility.
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- If you're adding new interactive UI elements such as buttons, don't forget to change their mouse default cursor shape to pointing arrow. Hint tooltips that explain the element's usage to the user are welcome too, just make sure to also include them in `Translations.pot`.
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- If you want to add an error dialog, use the existing `ErrorDialog`, change its text and pop it up, instead of making a new one.
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<br><br>
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## Contributing translations
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Pixelorama uses [Crowdin](https://crowdin.com/project/pixelorama) to host the translations. In order to contribute, you need to login with your Crowdin account, select the language(s) you'd like to provide translations for, select `Translations.pot` and start translating!
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Pixelorama uses [Crowdin](https://crowdin.com/project/pixelorama) to host the translations. In order to contribute, you need to login with your Crowdin account, select the language(s) you'd like to provide translations for, select `Translations.pot`, and start translating!
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If you need help with the context of some strings, or want to translate in a language that is not available, feel free to contact me (Overloaded). All languages are welcome to be translated!
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<br><br>
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README.md

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## Documentation
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You can find online Documentation for Pixelorama here: https://orama-interactive.github.io/Pixelorama-Docs
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It's still work in progress so there are some pages missing. If you want to contribute, you can do so in [Pixelorama-Docs' GitHub Repository](https://github.com/Orama-Interactive/Pixelorama-Docs).
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It's still a work in progress so there are some pages missing. If you want to contribute, you can do so in [Pixelorama-Docs' GitHub Repository](https://github.com/Orama-Interactive/Pixelorama-Docs).
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## Cloning Instructions
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Pixelorama uses Godot 4.4, so you will need to have it in order to run the project. Older versions will not work.
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As of right now, most of the code is written using GDScript, so the mono version of Godot is not required, but Pixelorama should also work with it.
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As of right now, most of the code is written using GDScript, so the Mono version of Godot is not required, but Pixelorama should also work with it.
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## Features:
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- **Wide Range of Tools:** Customize your workflow by dynamically mapping tools to the left and right mouse buttons, making your creation process faster and more intuitive.

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