ref: ec5b192d831ba72c4b4dcd9b0e1f2dce6396668d
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Thanks for contributing to Chocolate Doom! Whatever your contribution, whether it's code or just a bug report, it's greatly appreciated. The project is governed by the [Contributor Covenant](http://contributor-covenant.org/version/1/4/) version 1.4. By contributing to the project you agree to abide by its terms. To report violations, please send an email to [email protected]. ### Reporting bugs Before reporting a bug, it's worth checking if this really is a bug. Chocolate Doom's mission is to reproduce the Vanilla (DOS) versions of the Doom engine games, bugs and all. Check out the [NOT-BUGS](../NOT-BUGS.md) file for a list of common issues which aren't really bugs at all. You might also try searching [the GitHub issues list](https://github.com/chocolate-doom/chocolate-doom/issues) to see if your bug has already been reported. If you're confident that you've found a real bug (or even if you're not sure!) please go ahead and [file an issue on GitHub](https://github.com/chocolate-doom/chocolate-doom/issues/new). You'll need a GitHub account, but it's pretty easy to sign up. Please try to give as much information as possible: * What version of Chocolate Doom are you using? Check the title bar of the window for the version number. * Chocolate Doom runs on many different operating systems (not just Windows!). Please say which operating system and what version of it you're using. * Please say which game you're playing (Doom 1, Doom 2, Heretic, Hexen, Strife, etc.) and list any add-on WADs you're using. Please mention if you have any special configuration you think may be relevant, too. ### Feature requests Chocolate Doom is always open to new feature requests; however, please be aware that the project is designed around a deliberately limited [philosophy](../PHILOSOPHY.md), and many features common in other source ports will not be accepted. Here are a few common requests which are often rejected: * "High resolution" rendering (greater than 320x200 display). * An option to disable Vanilla limits, such as the visplane rendering limit. * Ability to play "No Rest For The Living", the expansion pack which comes with the XBLA / BFG Edition of Doom. If you're not sure whether your feature is in line with the project philosophy, don't worry - just ask anyway! To make a feature request, [file an issue on GitHub](https://github.com/chocolate-doom/chocolate-doom/issues/new). ### Bug fixes / code submission Thank you for contributing code to Chocolate Doom! Please check the following guidelines before opening a pull request: * All code must be licensed under [the GNU General Public License, version 2](https://www.gnu.org/licenses/old-licenses/gpl-2.0.en.html). Please don't reuse code that isn't GPL, or that is GPLv3 licensed. Be aware that by submitting your code to the project, you're agreeing to license it under the GPL. * Please follow the coding style guidelines described in the [HACKING](../HACKING.md) file. * The guidelines given above in the "feature requests" section also apply here. New features which aren't in line with the project philosophy are likely to be rejected. If you're not sure, open a feature request first and ask before you start implementing your feature. * Follow the guidelines for [how to write a Git commit message](http://chris.beams.io/posts/git-commit/). In short: the first line should be a short summary; keep to an 80 column limit; use the imperative mood ("fix bug X", rather than "fixed bug X" or "fixing bug X"). If your change fixes a particular subsystem, prefix the summary with that subsystem: eg. "doom: Fix bug X" or "textscreen: Change size of X". * If you're making a change related to a bug, reference the GitHub issue number in the commit message, eg. "This is a partial fix for #646". This will link your commit into the issue comments. If your change is a fix for the bug, put the word "fixes" before the issue number to automatically close the issue once your change is merged.