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Author SHA1 Message Date
speak 7319cab6a5
Merge 2dfe775f7b into f7a63ca673 2024-12-16 22:07:34 +01:00
Serhii Snitsaruk f7a63ca673
Merge pull request #260 from limbonaut/doc-contributing
Doc: Add Contributing page
2024-12-16 22:04:00 +01:00
Serhii Snitsaruk 691208016c
Doc: Add Contributing page 2024-12-16 22:03:59 +01:00
Jesse Viikari 2dfe775f7b Fix compatibility with Godot dev 4.4dev4 2024-11-13 14:04:44 +02:00
7 changed files with 82 additions and 8 deletions

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@ -121,7 +121,8 @@ LimboAI can be used as either a C++ module or as a GDExtension shared library. G
## Contributing ## Contributing
Contributions are welcome! Please open issues for bug reports, feature requests, or code changes. Keep the minor versions backward-compatible when submitting pull requests. Contributions are welcome! Please open issues for bug reports, feature requests, or code changes.
For detailed guidelines on contributing to code or documentation, check out our [Contributing](https://limboai.readthedocs.io/en/latest/getting-started/contributing.html) page.
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. 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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@ -0,0 +1,70 @@
.. _contributing:
Contributing
============
We target the latest stable version of the Godot Engine for development until a
third beta or a release candidate of an upcoming Godot release becomes available.
If you want to contribute to the project, please ensure that you are using the
corresponding Godot version.
We follow the `Godot code style guidelines <https://docs.godotengine.org/en/stable/contributing/development/code_style_guidelines.html#doc-code-style-guidelines>`_.
Please use ``clang-format`` to maintain consistent styling. You can install
``pre-commit`` hooks for Git using ``pre-commit install`` to automate this process.
Please keep the minor versions backward-compatible when submitting pull requests.
We support building LimboAI as a module for the Godot Engine and as a GDExtension library.
Make sure your contribution is compatible with both. Our CI workflow will verify
that your changes can be compiled in both configurations.
Compiling as module of the Godot Engine
---------------------------------------
1. Clone the Godot Engine repository.
2. Switch to the latest stable tag.
3. Clone the LimboAI repository into the ``modules/limboai`` directory.
.. code-block:: bash
git clone https://github.com/godotengine/godot.git
git checkout 4.3-stable # Replace "4.3-stable" with the latest stable tag
git clone https://github.com/limbonaut/limboai modules/limboai
Consult the `Godot Engine documentation <https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html>`_~
for detailed instructions on building the engine.
**Unit tests** can be compiled using the ``tests=yes`` build option. To execute them,
run the compiled Godot binary with the ``--test --tc="*[LimboAI]*"`` command-line options.
Compiling as GDExtension library
--------------------------------
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>`_.
Run ``scons target=editor`` to build the plugin library for your current platform.
- SCons will automatically clone the ``godot-cpp`` repository if it doesn't already exist in the ``limboai/godot-cpp`` directory.
- By default, built targets are placed in the demo project: ``demo/addons/limboai/bin/``.
Check ``scons -h`` for other options and targets.
Contributing to the documentation
---------------------------------
Online documentation is created using `Sphinx <https://www.sphinx-doc.org/en/master/>`_.
Source files are located in the ``doc/source`` directory in RST format and can
be built locally with ``sphinx-build``. See the
`Sphinx documentation <https://www.sphinx-doc.org/en/master/tutorial/getting-started.html>`_
for more details.
Class documentation resides in XML files within the ``doc_classes/`` directory.
If you create a new class or modify an existing one, you can run the compiled
Godot binary with the ``--doctool`` option in the root of the Godot source code
to generate the missing XML files or sections within those files in the class documentation.
After editing the XML files, please run the compiled editor binary with the ``--doctool``
option again to update and tidy up the XML files.
Sphinx RST files for the class documentation are generated from
XML files using the Godot script ``make_rst.py`` and stored in the ``doc/source/classes`` directory.
This process is performed using our own script ``gdextension/update_rst.sh``. RST files
in ``doc/source/classes`` should not be edited manually.

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@ -85,6 +85,7 @@ Creating your own behavior trees
getting-started/gdextension getting-started/gdextension
getting-started/c-sharp getting-started/c-sharp
getting-started/featured-classes getting-started/featured-classes
getting-started/contributing
.. toctree:: .. toctree::
:hidden: :hidden:

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@ -287,14 +287,14 @@ void EditorPropertyBBParam::update_property() {
variable_editor->update_property(); variable_editor->update_property();
variable_editor->show(); variable_editor->show();
bottom_container->hide(); bottom_container->hide();
type_choice->set_icon(get_editor_theme_icon(SNAME("LimboExtraVariable"))); type_choice->set_button_icon(get_editor_theme_icon(SNAME("LimboExtraVariable")));
} else { } else {
_create_value_editor(param->get_type()); _create_value_editor(param->get_type());
variable_editor->hide(); variable_editor->hide();
value_editor->show(); value_editor->show();
value_editor->set_object_and_property(param.ptr(), SNAME("saved_value")); value_editor->set_object_and_property(param.ptr(), SNAME("saved_value"));
value_editor->update_property(); value_editor->update_property();
type_choice->set_icon(get_editor_theme_icon(Variant::get_type_name(param->get_type()))); type_choice->set_button_icon(get_editor_theme_icon(Variant::get_type_name(param->get_type())));
} }
} }
@ -316,7 +316,7 @@ void EditorPropertyBBParam::_notification(int p_what) {
{ {
String type = Variant::get_type_name(_get_edited_param()->get_type()); String type = Variant::get_type_name(_get_edited_param()->get_type());
type_choice->set_icon(get_editor_theme_icon(type)); type_choice->set_button_icon(get_editor_theme_icon(type));
} }
// Initialize type choice. // Initialize type choice.

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@ -27,6 +27,7 @@
#include "core/object/object.h" #include "core/object/object.h"
#include "core/templates/hash_set.h" #include "core/templates/hash_set.h"
#include "editor/editor_node.h" #include "editor/editor_node.h"
#include "editor/editor_main_screen.h"
#include "editor/editor_undo_redo_manager.h" #include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_spin_slider.h" #include "editor/gui/editor_spin_slider.h"
#include "editor/plugins/editor_plugin.h" #include "editor/plugins/editor_plugin.h"

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@ -17,6 +17,7 @@
#include "core/io/resource.h" #include "core/io/resource.h"
#include "core/variant/variant.h" #include "core/variant/variant.h"
#include "editor/editor_node.h" #include "editor/editor_node.h"
#include "editor/editor_main_screen.h"
#include "editor/plugins/script_editor_plugin.h" #include "editor/plugins/script_editor_plugin.h"
#endif // TOOLS_ENABLED #endif // TOOLS_ENABLED
@ -213,7 +214,7 @@ Variant VARIANT_DEFAULT(Variant::Type p_type) {
void SHOW_BUILTIN_DOC(const String &p_topic) { void SHOW_BUILTIN_DOC(const String &p_topic) {
#ifdef LIMBOAI_MODULE #ifdef LIMBOAI_MODULE
ScriptEditor::get_singleton()->goto_help(p_topic); ScriptEditor::get_singleton()->goto_help(p_topic);
EditorNode::get_singleton()->set_visible_editor(EditorNode::EDITOR_SCRIPT); EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_SCRIPT);
#elif LIMBOAI_GDEXTENSION #elif LIMBOAI_GDEXTENSION
TypedArray<ScriptEditorBase> open_editors = EditorInterface::get_singleton()->get_script_editor()->get_open_script_editors(); TypedArray<ScriptEditorBase> open_editors = EditorInterface::get_singleton()->get_script_editor()->get_open_script_editors();
ERR_FAIL_COND_MSG(open_editors.size() == 0, "Can't open help page. Need at least one script open in the script editor."); ERR_FAIL_COND_MSG(open_editors.size() == 0, "Can't open help page. Need at least one script open in the script editor.");

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@ -28,7 +28,7 @@
#define EDITOR_FILE_SYSTEM() (EditorFileSystem::get_singleton()) #define EDITOR_FILE_SYSTEM() (EditorFileSystem::get_singleton())
#define EDITOR_SETTINGS() (EditorSettings::get_singleton()) #define EDITOR_SETTINGS() (EditorSettings::get_singleton())
#define BASE_CONTROL() (EditorNode::get_singleton()->get_gui_base()) #define BASE_CONTROL() (EditorNode::get_singleton()->get_gui_base())
#define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_main_screen_control()) #define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_editor_main_screen()->get_control())
#define SCENE_TREE() (SceneTree::get_singleton()) #define SCENE_TREE() (SceneTree::get_singleton())
#define IS_DEBUGGER_ACTIVE() (EngineDebugger::is_active()) #define IS_DEBUGGER_ACTIVE() (EngineDebugger::is_active())
#define FS_DOCK_SELECT_FILE(m_path) FileSystemDock::get_singleton()->select_file(m_path) #define FS_DOCK_SELECT_FILE(m_path) FileSystemDock::get_singleton()->select_file(m_path)
@ -37,7 +37,7 @@
#define IS_CLASS(m_obj, m_class) (m_obj->is_class_ptr(m_class::get_class_ptr_static())) #define IS_CLASS(m_obj, m_class) (m_obj->is_class_ptr(m_class::get_class_ptr_static()))
#define RAND_RANGE(m_from, m_to) (Math::random(m_from, m_to)) #define RAND_RANGE(m_from, m_to) (Math::random(m_from, m_to))
#define RANDF() (Math::randf()) #define RANDF() (Math::randf())
#define BUTTON_SET_ICON(m_btn, m_icon) m_btn->set_icon(m_icon) #define BUTTON_SET_ICON(m_btn, m_icon) m_btn->set_button_icon(m_icon)
#define RESOURCE_LOAD(m_path, m_hint) ResourceLoader::load(m_path, m_hint) #define RESOURCE_LOAD(m_path, m_hint) ResourceLoader::load(m_path, m_hint)
#define RESOURCE_LOAD_NO_CACHE(m_path, m_hint) ResourceLoader::load(m_path, m_hint, ResourceFormatLoader::CACHE_MODE_IGNORE) #define RESOURCE_LOAD_NO_CACHE(m_path, m_hint) ResourceLoader::load(m_path, m_hint, ResourceFormatLoader::CACHE_MODE_IGNORE)
#define RESOURCE_SAVE(m_res, m_path, m_flags) ResourceSaver::save(m_res, m_path, m_flags) #define RESOURCE_SAVE(m_res, m_path, m_flags) ResourceSaver::save(m_res, m_path, m_flags)
@ -47,7 +47,7 @@
#define GET_PROJECT_SETTINGS_DIR() EditorPaths::get_singleton()->get_project_settings_dir() #define GET_PROJECT_SETTINGS_DIR() EditorPaths::get_singleton()->get_project_settings_dir()
#define EDIT_RESOURCE(m_res) EditorNode::get_singleton()->edit_resource(m_res) #define EDIT_RESOURCE(m_res) EditorNode::get_singleton()->edit_resource(m_res)
#define INSPECTOR_GET_EDITED_OBJECT() (InspectorDock::get_inspector_singleton()->get_edited_object()) #define INSPECTOR_GET_EDITED_OBJECT() (InspectorDock::get_inspector_singleton()->get_edited_object())
#define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->select_editor_by_name(m_name)) #define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->get_editor_main_screen()->select_by_name(m_name))
#define FILE_EXISTS(m_path) FileAccess::exists(m_path) #define FILE_EXISTS(m_path) FileAccess::exists(m_path)
#define DIR_ACCESS_CREATE() DirAccess::create(DirAccess::ACCESS_RESOURCES) #define DIR_ACCESS_CREATE() DirAccess::create(DirAccess::ACCESS_RESOURCES)
#define PERFORMANCE_ADD_CUSTOM_MONITOR(m_id, m_callable) (Performance::get_singleton()->add_custom_monitor(m_id, m_callable, Variant())) #define PERFORMANCE_ADD_CUSTOM_MONITOR(m_id, m_callable) (Performance::get_singleton()->add_custom_monitor(m_id, m_callable, Variant()))