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@ -121,8 +121,7 @@ LimboAI can be used as either a C++ module or as a GDExtension shared library. G
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## Contributing
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## Contributing
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Contributions are welcome! Please open issues for bug reports, feature requests, or code changes.
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Contributions are welcome! Please open issues for bug reports, feature requests, or code changes. Keep the minor versions backward-compatible when submitting pull requests.
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For detailed guidelines on contributing to code or documentation, check out our [Contributing](https://limboai.readthedocs.io/en/latest/getting-started/contributing.html) page.
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If you have an idea for a behavior tree task or a feature that could be useful in a variety of projects, open an issue to discuss it.
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If you have an idea for a behavior tree task or a feature that could be useful in a variety of projects, open an issue to discuss it.
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@ -1,70 +0,0 @@
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.. _contributing:
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Contributing
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============
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We target the latest stable version of the Godot Engine for development until a
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third beta or a release candidate of an upcoming Godot release becomes available.
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If you want to contribute to the project, please ensure that you are using the
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corresponding Godot version.
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We follow the `Godot code style guidelines <https://docs.godotengine.org/en/stable/contributing/development/code_style_guidelines.html#doc-code-style-guidelines>`_.
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Please use ``clang-format`` to maintain consistent styling. You can install
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``pre-commit`` hooks for Git using ``pre-commit install`` to automate this process.
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Please keep the minor versions backward-compatible when submitting pull requests.
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We support building LimboAI as a module for the Godot Engine and as a GDExtension library.
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Make sure your contribution is compatible with both. Our CI workflow will verify
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that your changes can be compiled in both configurations.
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Compiling as module of the Godot Engine
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---------------------------------------
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1. Clone the Godot Engine repository.
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2. Switch to the latest stable tag.
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3. Clone the LimboAI repository into the ``modules/limboai`` directory.
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.. code-block:: bash
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git clone https://github.com/godotengine/godot.git
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git checkout 4.3-stable # Replace "4.3-stable" with the latest stable tag
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git clone https://github.com/limbonaut/limboai modules/limboai
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Consult the `Godot Engine documentation <https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html>`_
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for detailed instructions on building the engine.
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**Unit tests** can be compiled using the ``tests=yes`` build option. To execute them,
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run the compiled Godot binary with the ``--test --tc="*[LimboAI]*"`` command-line options.
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Compiling as GDExtension library
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--------------------------------
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You'll need the SCons build tool and a C++ compiler. See also `Compiling <https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html>`_.
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Run ``scons target=editor`` to build the plugin library for your current platform.
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- SCons will automatically clone the ``godot-cpp`` repository if it doesn't already exist in the ``limboai/godot-cpp`` directory.
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- By default, built targets are placed in the demo project: ``demo/addons/limboai/bin/``.
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Check ``scons -h`` for other options and targets.
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Contributing to the documentation
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---------------------------------
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Online documentation is created using `Sphinx <https://www.sphinx-doc.org/en/master/>`_.
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Source files are located in the ``doc/source`` directory in RST format and can
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be built locally with ``sphinx-build``. See the
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`Sphinx documentation <https://www.sphinx-doc.org/en/master/tutorial/getting-started.html>`_
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for more details.
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Class documentation resides in XML files within the ``doc_classes/`` directory.
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If you create a new class or modify an existing one, you can run the compiled
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Godot binary with the ``--doctool`` option in the root of the Godot source code
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to generate the missing XML files or sections within those files in the class documentation.
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After editing the XML files, please run the compiled editor binary with the ``--doctool``
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option again to update and tidy up the XML files.
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Sphinx RST files for the class documentation are generated from
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XML files using the Godot script ``make_rst.py`` and stored in the ``doc/source/classes`` directory.
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This process is performed using our own script ``gdextension/update_rst.sh``. RST files
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in ``doc/source/classes`` should not be edited manually.
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@ -197,7 +197,7 @@ Let's illustrate this with a practical code example:
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func _idle_update(delta: float) -> void:
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func _idle_update(delta: float) -> void:
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var dir: Vector2 = Input.get_vector(
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var dir: Vector2 = Input.get_vector(
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&"ui_left", &"ui_right", &"ui_up", &"ui_down")
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&"ui_left", &"ui_right", &"ui_up", &"ui_down")
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if not dir.is_zero_approx():
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if dir.is_zero_approx():
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hsm.dispatch(&"movement_started")
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hsm.dispatch(&"movement_started")
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@ -85,7 +85,6 @@ Creating your own behavior trees
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getting-started/gdextension
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getting-started/gdextension
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getting-started/c-sharp
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getting-started/c-sharp
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getting-started/featured-classes
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getting-started/featured-classes
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getting-started/contributing
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.. toctree::
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.. toctree::
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:hidden:
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:hidden:
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@ -297,7 +297,7 @@ public:
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#ifdef LIMBOAI_MODULE
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#ifdef LIMBOAI_MODULE
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bool has_main_screen() const override { return true; }
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bool has_main_screen() const override { return true; }
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virtual String get_plugin_name() const override { return "LimboAI"; }
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virtual String get_name() const override { return "LimboAI"; }
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virtual void make_visible(bool p_visible) override;
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virtual void make_visible(bool p_visible) override;
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virtual void edit(Object *p_object) override;
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual bool handles(Object *p_object) const override;
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@ -404,9 +404,6 @@ String LimboUtility::get_property_hint_text(PropertyHint p_hint) const {
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case PROPERTY_HINT_ONESHOT: {
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case PROPERTY_HINT_ONESHOT: {
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return "ONESHOT";
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return "ONESHOT";
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}
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}
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case PROPERTY_HINT_NO_NODEPATH: {
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return "NO_NODEPATH";
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}
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case PROPERTY_HINT_LOCALE_ID: {
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case PROPERTY_HINT_LOCALE_ID: {
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return "LOCALE_ID";
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return "LOCALE_ID";
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}
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}
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