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Development Guide

As the bootstrap files are available under the CC0 license, you are free to modify and make new components without contributing back to the community (or even giving it any credit). However, if you want to give back, here's how you can help.

Fork on GitHub

Fork the godot-bootstrap project into your own space through GitHub.

Make Your Changes

Add your changes into the project. This requires adding a new component (or bug fixing existing code). Components need to have a few special considerations made - see the coding style guide for more information.

Push Request

Make a push request for your changes back into the parent project.

Coding Style Guide

Resource Files

All resources should be stored in xml format (that means using the x prefix on the extension). xscn instead of scn, xthm instead of thm, etc.

res:// Paths

If you're using the XML formatted resource files, you must take care to careful when specifying the resource paths encoded in the files. Because projects can remap where the bootstrap files end up, they need to conform to the standard of res://bootstrap/(category)/(rest of path). The install.py file will remap all the files with the .x extension prefix (e.g. .xthm, .xscn) and .gd files.

GDScript files should use relative paths instead of absolute res paths. However, there are some cases where one component needs a resource from another category, in which case using the above standard is the only means available. Make sure the resource string is encased in double quotes (").

GDScript Code Style

  • Tabs instead of spaces.
  • underscore_separated_names instead of camelCaseNames.
  • Don't hard-define paths to use. Allow the user to override if necessary.

Python Code Style

The build files are all written in Python.

  • Python3 standards.
  • 4 spaces instead of tabs.
  • underscore_separated_names instead of camelCaseNames.