- Repository Access
Xonotic uses several Git repositories. There's a helper script in the main repository to aid in checking out all relevant repositories and help you with building and running Xonotic.
The repository also contains several branches next to the stable "master" branch. So if you're interested in the progress of a certain feature, or want to help or create a new one, you can checkout the appropriate branch.
For information on how to obtain write access, skip down to the "Getting write access" section.
Setting up the development environment¶
The first thing you must do in order to begin development is set up your system to be able to download and compile the Xonotic game data.
Linux already has an adequate base for development, all we really need to do here is install the dependencies for the download/compilation process and then we can move right along to cloning the data.
Ubuntu Dependencies (independent package x11-proto-devel dependencies fill the rest of the Debian package dependencies):
sudo apt-get install build-essential xserver-xorg-dev x11proto-xf86dri-dev x11proto-xf86dga-dev x11proto-xf86vidmode-dev libxxf86dga-dev libxcb-xf86dri0-dev libxpm-dev libxxf86vm-dev libsdl1.2-dev libsdl-image1.2-dev libclalsadrv-dev libasound2-dev libxext-dev libsdl1.2debian libjpeg-turbo8-dev git-core unzip wget
Note: If using i386 architecture, you can replace libdsl1.2debian by ibsdl1.2debian:i386 in the list above.
For Fedora and other RPM based distro's, compiling dependencies are as follows:
x11-proto-devel, libalsa2-static-devel libjpeg62-devel libjpeg62-static-devel libSDL-devel
By default, Windows has no real environment to handle the necessary scripting and compiling tools for building Xonotic... So, what we have to do is install something called msysgit to allow us to have a similar environment as on Linux. In this case, we want the download which is entirely self contained (including build-essentials and other corely required dependencies), which at the time of writing this is called "msysGit-fullinstall-1.8.0-preview20121022.exe." Simply follow the instructions on screen at this point. NOTE: Unless you know what you're doing, install with default settings/directories.
Once you have completed the installation, you should be able to launch the msysgit shell by simply finding "msys.bat"- by default, it is located at: C:\msysgit\msysgit\msys.bat, and you can use this shell to continue on with the guide and clone and compile the Xonotic repositories. It is recommended that you make a shortcut to msysgit (simply right click the shell and hit "Create Shortcut") for easier access on your desktop or in your start menu.
You must first install XCode which comes on your installation DVD or can be downloaded from the Apple website. This package provides tools like Git and GCC, which are needed for successful checkout and compilation of Xonotic. Some versions of XCode come with Git and others don't - if you don't have Git after installing XCode get it here: http://code.google.com/p/git-osx-installer/
After your development environment is all set up, you can continue on to cloning the git repository and compiling Xonotic.
Cloning the repository and compiling¶
Making sure that your environment is set up properly, you can do the following to begin downloading and compilation (execute the first line only to download):
git clone git://git.xonotic.org/xonotic/xonotic.git cd xonotic ./all update -l best
The git:// protocol uses port 9418, which may be a problem if you're behind a strict firewall. You may instead use the clone url
http://git.xonotic.org/xonotic/xonotic.githowever using the git protocol directly is preferred for performance reasons.
After that, you have a working checkout of the repository. The game can be compiled and run with the following commands:
./all compile ./all run
The run line can be followed by one of "glx" (Linux native), "sdl" (input/sound managed by SDL), agl (OSX native), wgl (Windows native), or dedicated (for server hosting) to choose which executable to run or compile... Seen as follows:
./all compile dedicated ./all run wgl ./all run sdl
The run command can also be followed by standard DarkPlaces commandline arguments:
./all run +vid_fullscreen 0
To update your Git clone, you can repeat the commands above without the first "git clone" line- And don't forget to compile after you update- Like this:
cd xonotic ./all update ./all compile
Contributing and getting write access¶A condition for write (push) access is that you agree that any code or data you push will be licensed under the General Public License, version 2, with or without the "or any later version" clause. In case the directory the changes apply to contains a LICENSE or COPYING file indicating another license, then your pushed code has to be dual licensed appropriately. Subdirectories currently having a dual license:
- data/qcsrc/warpzonelib - dual licensed as "GPLv2 or later" or MIT license.
In case the code you pushed was not written by you, it is your responsibility to ensure proper licensing.
To apply for write access, make an issue of type "Support" in the category "Repository" and attach your public SSH key to it. (Windows users: see the Windows section below for more on SSH keys)
Get a checkout (see above), and do:
and follow the instructions that are shown.
After that, you can write to the repository using the usual git commands (commit, push).
Alternatively, you can use the helper script "all".
It supports the following commands:
This command updates all the Xonotic repositories.
Lists the branches you are currently on, in the respective repositories.
Lists all the branches known for all the respective repositories.
Compiles the game, assuming that you have the required libs installed.
./all checkout BRANCH
Switch to that branch in all repositories where its available.
This command commits and pushes your local changes.
./all run xonotic
Starts the Xonotic client
./all run dedicated xonotic
Starts a Xonotic dedicated server
Windows¶To write your own changes to the Xonotic Git, do the following:
- You must first have a putty SSH key, containing your private key. To generate one use "puttygen" : http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html which creates a ppk file. Choose SSH-2 RSA format and once the key has been generated save it as a private key.
- Make sure the public key is accepted on the Git server. To find it, open the generated key in a text editor and read the "public-lines".
- Open the Settings menu of Tortoise Git (right click anywhere in the folder you are setting this for) and go to Git -> Remote. Select "origin" for remote, "ssh://firstname.lastname@example.org/xonotic-data.pk3dir.git" as pushing URL (data.pk3dir is the example for the "data" branch, each pk3dir is separate!) and for Putty Key browse and select the key file previously mentioned.
- In order to make a new branch, right click somewhere and choose Create Branch from the Tortoise Git context menu. This will create a local branch you can do anything with. Once you locally committed your changes to your branch, select Push to upload or update the branch on the Git server. From the Push window, choose your local branch for Local, leave Remote empty, and select origin for Destination.
General contributor guidelines¶
- Before creating your local branch and committing to it, make sure you've configured your user settings such as your name which will display in the logs (in TortoiseGit: Settings -> Git - > Config).
- Try naming your branch myname/mychange for each patch. For instance, if your name is Alex and the change you are committing is a menu fix, use something like alex/menufix.
Further git information¶
About tracking remote branches:
This wiki's Git page.
A tutorial for SVN users: