(Note that this has been largely borrowed from Delta-V. In the future, we will replace most of these examples with examples based on our native developments. For now, this is a placeholder. - M3739)
Generally we follow Wizden's PR guidelines for code quality and such.
Importantly do not make webedits, copied verbatim from above:
Do not use GitHub's web editor to create PRs. PRs submitted through the web editor may be closed without review.
Upstream is the DeltaV-Station/Delta-v repository that Delta-V runs on.
In general anything you create from scratch (not modifying something that exists from upstream) should go in the Euphoria subfolder, _Euphoria.
Examples:
Content.Server/_DV/Chapel/SacrificialAltarSystem.csResources/Prototypes/_DV/ai_factions.ymlResources/Audio/_DV/Items/gavel.oggResources/Textures/_DV/Icons/cri.rsiResources/Locale/en-US/_DV/shipyard/shipyard-console.ftlResources/ServerInfo/Guidebook/_DV/AlertProcedure.xmlNote that guidebooks go inServerInfo/Guidebook/_Floofand notServerInfo/_Floof!
Follow a few guidelines when modifying non-Euphoria files, to help us manage our project. (files that are not in the _Euphoria folder)
Primarily, add comments on or around all new or changed lines in upstream files. Explain what was changed to make resolving merge conflicts easier; we regularly merge new upstream changes into our project.
Add comments on or around any changed lines.
If you add a new component to a prototype, add an explanation to the type: ... line. Example:
- type: entity
parent: MobSiliconBase
id: MobSupplyBot
components:
- type: InteractionPopup # Euphoria - Make supplybots pettable
interactSuccessString: petting-success-supplybot
interactFailureString: petting-failure-supplybot
interactSuccessSound:
path: /Audio/Ambience/Objects/periodic_beep.oggWhereas if you just modify some fields of a component, comment the fields instead, using inline or block comments. Examples:
- type: entityTable
id: FillLockerWarden
table: !type:AllSelector
children:
- id: ClothingHandsGlovesCombat
- id: ClothingShoesBootsSecurityMagboots # Euphoria - Added security magboots.
- id: ClothingShoesBootsJack
#- id: ClothingOuterCoatWarden # Euphoria - removed for incongruence
#- id: ClothingOuterWinterWarden # Euphoria - removed for incongruence
- id: RubberStampWarden
- id: DoorRemoteArmory
- id: HoloprojectorSecurity
# Begin Euphoria additions
- id: WeaponEnergyShotgun
- id: BoxPDAPrisoner
- id: LunchboxSecurityFilledRandom
prob: 0.3
# End Euphoria additionsIf you are adding a lot of C# code, then take advantage of partial classes. Put the new code in its own file in the _Euphoria folder, if it makes sense.
Otherwise, add comments on or around any changed lines.
A comment on a new imported namespace:
using Content.Server.Psionics.Glimmer; // EuphoriaA pair of comments enclosing a block of added code:
private EntityUid Slice(...)
{
...
_transform.SetLocalRotation(sliceUid, 0);
// Euphoria - start of deep frier stuff
var slicedEv = new FoodSlicedEvent(user, uid, sliceUid);
RaiseLocalEvent(uid, ref slicedEv);
// Euphoria - end of deep frier stuff
...
}Move all changed locale strings to a new Euphoria file - use a .ftl file in the _Euphoria folder. Comment out the old strings in the upstream file, and explain that they were moved.
Example:
Commented out old string in Resources\Locale\en-US\xenoarchaeology\artifact-analyzer.ftl
# Euphoria - moved to _Euphoria file
#analysis-console-info-effect-value = [font="Monospace" size=11][color=gray]{ $state ->
# [true] {$info}
# *[false] Unlock nodes to gain info
#}[/color][/font]
The new version of the string in Resources\Locale\en-US\_Euphoria\xenoarchaeology\artifact-analyzer.ftl
analysis-console-info-effect-value = [font="Monospace" size=11][color=gray]{ $state ->
[vagueandspecific] {$vagueInfo} ({$specificInfo})
[vagueonly] {$vagueInfo} (unable to detect details)
[simple] {$specificInfo}
[hidden] Unable to detect (unlock to discover)
*[noinfo] Unlock nodes to gain info
}[/color][/font]
Also keep in mind that fluent (.ftl) files do not support comments on the same line as a locale value, so be careful when commenting.
We mostly merge upstream changes in big chunks (e.g. a month of upstream PRs at a time), but urgent changes can be merged early, separately.
Early merges are an exception to the above rules - if cherry-picking a PR for an early merge, you don't need to add #DeltaV comments, since the code is coming directly from upstream without any changes.
If you want to make changes to a map, get in touch with its maintainer to make sure you don't both make changes at the same time.
Conflicts with maps make PRs mutually exclusive so either your work or the maintainer's work will be lost, communicate to avoid this!
Please make a detailed list of all changes(even minor changes) with locations when submitting a PR. This helps reviewers hone in on them without having to search an entire map for differences. Ex: Map Edits
Submitting a map PR
Please limit changelogs on map PRs to significant map alterations or additions. Minor map edits do not need changelogs. Format for map PRs looks like:
:cl: Yourname
MAPS:
- add: Mapname: Added fun!
- remove: Mapname: Removed fun!
- tweak: Mapname: Changed fun!
- fix: Mapname: Fixed fun!
Double-check your diff on GitHub before submitting: look for unintended commits or changes and remove accidental whitespace or line-ending changes.
Additionally for long-lasting PRs, if you see RobustToolbox in the changed files you have to revert it, use git checkout upstream/master RobustToolbox (replacing upstream with the name of your Floof-Station/Panta-Rhei remote)
By default any changelogs goes in the Euphoria changelog, you can use the Euphoria admin changelog by putting DELTAVADMIN: in a line after :cl:.
Do not use ADMIN: as it will mangle the upstream admin changelog!
If you are new to contributing to SS14 in general, have a look at the SS14 docs or ask for help in #Development on Discord!
Code, sprites and any other AI-generated content is not allowed to be submitted to the repository.
Trying to PR AI-generated content may result in you being banned from contributing.