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Copy file name to clipboardExpand all lines: documentation/class_reference.rst
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@@ -5,11 +5,11 @@ Contributing to the class reference
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.. highlight:: shell
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The :ref:`Class reference <doc_class_reference>` is a set of articles describing
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the public API of the engine. This includes descriptions for various classes,
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methods, properties, and global objects, available for scripting. The class reference
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is available online, from the documentation sidebar, and in the Godot editor, from
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the help menu.
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The `Class reference <https://docs.godotengine.org/en/stable/classes/index.html>`__
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is a set of articles describing the public API of the engine. This includes descriptions
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for various classes, methods, properties, and global objects, available for scripting.
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The class reference is available online, from the documentation sidebar, and in the Godot
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editor, from the help menu.
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.. seealso::
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@@ -90,7 +90,7 @@ and `Godot Contributors Chat <https://chat.godotengine.org/>`_.
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based on reviews.
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It also doesn't allow you to test your changes in the engine or with validation
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scripts as described in :ref:`doc_class_reference_editing_xml`.
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scripts as described in the `class reference documentation <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__.
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Updating class reference when working on the engine
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When you create a new class or modify an existing engine's API, you need to re-generate
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the XML files in ``doc/classes/``.
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To do so, you first need to compile Godot. See the :ref:`doc_introduction_to_the_buildsystem`
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To do so, you first need to compile Godot. See the `Introduction to the buildsystem <https://docs.godotengine.org/en/latest/engine_details/development/compiling/introduction_to_the_buildsystem.html>`__
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page to learn how. Then, execute the compiled Godot binary from the Godot root directory
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with the ``--doctool`` option. For example, if you're on 64-bit Linux, the command might be:
To contribute to the class reference, you have to edit the XML file
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corresponding to the class and make a pull request.
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See :ref:`doc_updating_the_class_reference` and `Class reference primer <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__
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for more details.
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- **The tutorials and engine documentation and its translations.**
If you want to test changes locally (especially for the editor translation), you
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can use the downloaded PO file and :ref:`compile Godot from source <toc-devel-compiling>`.
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can use the downloaded PO file and `compile Godot from source <https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html>`.
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Rename the editor translation PO file to ``<lang>.po`` (e.g. ``eo.po`` for
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Esperanto) and place it in the ``editor/translations/`` folder
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To translate an image, you should first locate it in the original English
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documentation. To do so, browse the relevant page in the docs, e.g.
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:ref:`doc_intro_to_the_editor_interface`. Click the "Edit on GitHub" link in the
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`Introduction to editor development <https://docs.godotengine.org/en/latest/engine_details/editor/introduction_to_editor_development.html>`__. Click the "Edit on GitHub" link in the
Copy file name to clipboardExpand all lines: engine/guidelines/cpp_usage_guidelines.rst
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@@ -52,15 +52,11 @@ Standard Template Library
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We don't allow using the `STL <https://en.wikipedia.org/wiki/Standard_Template_Library>`__
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as Godot provides its own data types (among other things).
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See :ref:`doc_faq_why_not_stl` for more information.
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See `Why does Godot not use STL? <https://docs.godotengine.org/en/stable/about/faq.html#why-does-godot-not-use-stl-standard-template-library>`__ for more information.
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This means that pull requests should **not** use ``std::string``,
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``std::vector`` and the like. Instead, use Godot's datatypes as described in
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the :ref:`doc_core_types` documentation.
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A 📜 icon denotes the type is part of :ref:`Variant <doc_variant_class>`. This
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means it can be used as a parameter or return value of a method exposed to the
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scripting API.
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the `Core types <https://docs.godotengine.org/en/latest/engine_details/architecture/core_types>`__ documentation.
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``auto`` keyword
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~~~~~~~~~~~~~~~~
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C++ style exception handling using ``try`` and ``catch`` blocks is forbidden.
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This restriction is in place for several reasons, including performance, binary
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size and code complexity.
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Use :ref:`doc_common_engine_methods_and_macros_error_macros` instead.
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Use `Common engine methods and macros <https://docs.godotengine.org/en/latest/engine_details/architecture/common_engine_methods_and_macros.html>`__ instead.
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