Repository Access and Compiling =============================== Xonotic uses [several Git repositories](Git). The `all` script in the main repo manages them, builds Xonotic and runs it. Each repo can also contain feature branches next to the stable `master` branch, check them out for WIP features. *** Setting up the development environment -------------------------------------- You first need tools to download and compile the Xonotic game data. Make sure you have at least 2 GB memory to compile. ### Linux Linux already is adequate for development, all we need are the **dependencies** for the download/compilation process and then we can clone the data. **Ubuntu Dependencies** (independent package `x11-proto-devel` dependencies fill the rest of the Debian package dependencies): sudo apt-get install build-essential curl xserver-xorg-dev x11proto-xf86dri-dev x11proto-xf86dga-dev x11proto-xf86vidmode-dev libxxf86dga-dev libxcb-xf86dri0-dev libxpm-dev libxxf86vm-dev libsdl1.2-dev libsdl2-dev libsdl2-image-dev libclalsadrv-dev libasound2-dev libxext-dev libjpeg-turbo8-dev git-core unzip wget zlib1g-dev Note: If using **i386** architecture, you can replace `libsdl1.2debian` with `libsdl1.2debian:i386` in the list above. On Debian, use `libjpeg8-dev` if `libjpeg-turbo8-dev` isn’t available in the package repositories. For **Fedora** and other **RPM based** distros dependencies: x11-proto-devel libalsa2-static-devel libjpeg62-devel libjpeg62-static-devel libSDL2-devel For **Archlinux** the dependencies can be installed via the following command: sudo pacman -S alsa-lib curl libjpeg-turbo libmodplug libpng libvorbis libxpm libxxf86dga libxxf86vm sdl2 unzip wget ### Windows 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 [MSYS2](http://www.msys2.org) to allow us to have a similar environment as on Linux. Download 64 bit version of MSYS2 (msys2-x86_64-xxxxxx.exe) and follow installation instructions. Once you have completed the installation, launch the MSYS2 shell by running `mingw64.exe` (instead of the default msys2.exe) by default located at `C:\msys64` and install the needed **dependencies** with this command: pacman --needed -S git curl zip unzip p7zip make automake autoconf libtool gcc gmp-devel mingw-w64-x86_64-{toolchain,gmp,SDL2,libjpeg-turbo,libpng,libogg} It is recommended that you make a shortcut to MSYS2 MINGW64 shell (simply right click mingw64.exe and hit “Create Shortcut”) for easier access on your desktop or in your start menu. You can now use this shell to continue on with the guide and clone the Xonotic repositories. ### Mac OSX 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: [XCode installer](http://sourceforge.net/projects/git-osx-installer/files/) *** Cloning the repository and compiling ------------------------------------ To begin downloading: git clone git://git.xonotic.org/xonotic/xonotic.git # download main repo cd xonotic ./all update -l best # download all other repos (data + game logic, maps, etc.) 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.git (however, using the git protocol directly is preferred for performance reasons). For Windows users: once finished cloning move to the main repository (`cd xonotic`) and checkout the branch Mario/Win64 with the command: git checkout -b Mario/win64 origin/Mario/win64 Now the game can be compiled and run with the following commands: ./all compile -r ./all run **Note:** if you encounter en error similar to darkplaces#111, try `./all clean && ./all compile -r -0`. You can use just `./all compile` to create a slower build with debug symbols but usually you want `-r`. The `./all run` or `./all compile` 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. E.g. `./all compile -r dedicated`. The `run` command can also be followed by standard DarkPlaces commandline arguments: ./all run +vid_fullscreen 0 To update your Git clone: cd xonotic ./all checkout # switch to main branch on all repos (usually master) ./all update # pull and prune ./all compile -r # recompile what changed **Note:** The compiled binary will have a faint watermark with the git revision. To remove it completely put `set menu_watermark ""` into your `autoexec.cfg`. **Note:** If you intend to play on public servers, you should probably also enable the nexcompat repo to download additional textures that are used on some older unofficial maps. Use `touch data/xonotic-nexcompat.pk3dir.yes` and `./all update`. For mappers: these textures should NOT be used on new maps. *** If you run into issues with the latest version you can easily revert to an older one. Since most bugs are caused by the game code rather that the engine, you just need to downgrade that repository. Inside the main xonotic repository, use `cd data/xonotic-data.pk3dir` and then `git checkout `. After that go back `cd -` and `./all compile` (with the optional `-r` flag). *** 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, add your SSH key to your GitLab account and ask for access in #xonotic on the FreeNode IRC network or [request access](https://docs.gitlab.com/ce/user/group/index.html#request-access-to-a-group) using the GitLab interface. ### Windows/Linux/OS X Get a checkout (see above), and do: ./all keygen and follow the instructions that are shown. Be sure that you've done: ./all update -p After that, you can write to the repositories using the usual git commands (commit, push, ...). Alternatively, you can use the helper script `all`. It supports the following commands: ./all update This command updates all the Xonotic repositories. ./all branch Lists the branches you are currently on, in the respective repositories. ./all branches Lists all the branches known for all the respective repositories. ./all compile Compiles the game, assuming that you have the required libs installed. Don't forget `-r` if you wanna actually play the game with decent fps. ./all checkout BRANCH Switch to that branch in all repositories where its available. ./all commit This command commits and pushes your local changes. ./all run xonotic Starts the Xonotic client ./all run dedicated xonotic Starts a Xonotic dedicated server General contributor guidelines ------------------------------ 1. 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). 2. 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: http://git-scm.com/book/en/v2/Git-Branching-Remote-Branches This wiki’s [Git](Git) page. A tutorial to Git for SVN users: http://git-scm.org/course/svn.html