-
Notifications
You must be signed in to change notification settings - Fork 0
Developer's Guide
Hexrin edited this page Feb 26, 2022
·
38 revisions
- Commit often. Don't wait until the end of the day to commit. Whenever you complete a sub-task, commit it. If you start work on different files, that is usually a sign that you should commit.
- Commit names should always be specific, meaningful, and include a past tense verb. Sentence case only.
- Good Examples:
Hawk AI aiming accuracy improvedCollision damage implementedShip duplication bug fixed
- Bad Examples:
Better aimingships now go crashFixed
- Good Examples:
- If the commit name does not fully explain the changes in a commit, then add a commit description. Descriptions should be complete sentences.
- If your code does not compile prefix your commit with [Does not compile] Ex:
[Does not compile]Started work on cannon module
- Create branches only when starting work on a new issue. Each issue should have an associated branch with the same name.
- Branch names should always be lower kebab case. Ex:
create-part-modules - Avoid merging with any branch other than master.
- Don't merge your branch into master without first creating a pull request.
Pull requests are how your project manager is able to tell that your work has been completed and allows them to review your work and ensure it is up to standards. Rules
- Always create a pull request when you want to merge your changes into master.
- Never approve and merge your own pull request.
- When you create a pull request, add it as a linked pull request to the issue you were working on.
All assets should follow one of the following naming conventions:
[Prefix]_[Feature Name][Prefix]_[Feature Name]_[Asset Name][Prefix]_[Feature Name]_[Asset Name]_[Asset Number]
Examples:
T_Cannon_BarrelT_Background_Star_1PDA_CannonBP_EnemySpawnerBB_HawkBP_Task_LookAtPlayer
| Art Assets | ----- | Code Assets | ----- | Design Assets | ----- | Sound Assets | ----- |
|---|---|---|---|---|---|---|---|
| File Type | Prefix | File Type | Prefix | File Type | Prefix | File Type | Prefix |
| Texture | T | Blueprint | BP | Data Asset | DA | Wave | W |
| Material | M | Widget Blueprint | WBP | Part Data Asset | PDA | Metasound | MS |
| Material Instance | MI | Blueprint Function Library | BFL | Ship Data Asset | SDA | Sound Class | SC |
| Niagara Emitter | FXE | Blueprint Macro Library | BML | Data Table | DT | Sound Class Mix | SMX |
| Niagara System | FXS | Blueprint Interface | BI | Curve Table | CT | Sound Attenuation | SA |
| Niagara Function | FXF | Enum | E | ----- | ----- | ----- | ----- |
| Static Mesh | SM | Structure | F | ----- | ----- | ----- | ----- |
| Skeletal Mesh | SKM | ----- | ----- | ----- | ----- | ----- | ----- |
|-- Content
|-- Core
|-- Developer Tools
|-- Galaxy Map
|-- Parts
|-- [Each Part]
|-- Ships
|-- Star Systems
|-- [Each System Type]
|-- UI
|-- [Each UI Element]
|-- Voidsongs
|-- Motifs
|-- Factions
|-- [Each Motif]
|-- Nouns
|-- [Each Motif]
|-- Verbs
|-- [Each Motif]
|-- Source
|-- Voidsinger
|-- Core
|-- UI
|-- Voidgrids
|-- Ships
|-- Parts
|-- Voidsongs
|-- Motifs
|-- Factions
|-- Nouns
|-- Verbs
|-- Voidsongs
|-- Motifs
|-- Factions
|-- Nouns
|-- Verbs
|-- VoidsingerEditorTools
|-- Part Editor