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Merge pull request #110430 from Ivorforce/contributing-links-2
Update links to the contributing section of the docs to the appropriate new sections.
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.github/PULL_REQUEST_TEMPLATE.md

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Relevant fixes are cherry-picked for stable branches as needed by maintainers.
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To speed up the contribution process and avoid CI errors, please set up pre-commit hooks locally:
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https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html
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https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html
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-->

CONTRIBUTING.md

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This document summarizes the most important points for people interested in
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contributing to Godot, especially via bug reports or pull requests.
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The Godot documentation has a dedicated [Contributing section](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html)
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Godot has a dedicated [Contributing documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html)
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which details these points and more, and is a recommended read.
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## Table of contents
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discuss the implementation in the bug report first if you are not 100% about
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what would be the best fix.
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You can refer to the [Pull request review process](https://docs.godotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html)
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You can refer to the [Pull request review process](https://contributing.godotengine.org/en/latest/organization/pull_requests/review_guidelines.html)
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for insights into the intended lifecycle of pull requests. This should help you
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ensure that your pull request fulfills the requirements.
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In addition to the following tips, also take a look at the
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[Engine development guide](https://docs.godotengine.org/en/latest/contributing/development/index.html)
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[Engine development guide](https://docs.godotengine.org/en/latest/engine_details/development/index.html)
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for an introduction to developing on Godot.
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The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html)
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also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
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(with a helpful guide for Git usage), and our [Code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html)
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The [Contributing docs](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html)
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also have important information on the [PR workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html)
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(with a helpful guide for Git usage), and our [Code style guidelines](https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html)
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which all contributions need to follow.
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### Be mindful of your commits
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commit, try to merge them together before making your pull request. This
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includes fixing build issues or typos, adding documentation, etc.
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See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
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See our [PR workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html)
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documentation for tips on using Git, amending commits and rebasing branches.
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This [Git style guide](https://github.com/agis-/git-style-guide) also has some
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This is to ensure the documentation coverage doesn't decrease as contributions
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are merged.
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[Update documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html)
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[Update documentation XML files](https://contributing.godotengine.org/en/latest/documentation/class_reference.html)
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using your compiled binary, then fill in the descriptions.
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Follow the style guide described in the
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[Documentation writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html).
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[Documentation writing guidelines](https://contributing.godotengine.org/en/latest/documentation/guidelines/docs_writing_guidelines.html).
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If your pull request modifies parts of the code in a non-obvious way, make sure
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to add comments in the code as well. This helps other people understand the
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Feel free to contribute standalone pull requests to add new tests or improve
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existing tests as well.
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See [Unit testing](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html)
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See [Unit testing](https://contributing.godotengine.org/en/latest/engine/unit_tests.html)
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for information on writing tests in Godot's C++ codebase.
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## Contributing to Godot translations
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You can contribute to Godot translations on [Hosted Weblate](https://hosted.weblate.org/projects/godot-engine/),
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an open source and web-based translation platform.
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Please refer to our [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html)
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Please refer to our [editor and documentation localization guidelines](https://contributing.godotengine.org/en/latest/documentation/translation/index.html)
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for an overview of the translation resources and what they correspond to.
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## Communicating with developers

README.md

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### Compiling from source
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[See the official docs](https://docs.godotengine.org/en/latest/contributing/development/compiling)
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[See the official docs](https://docs.godotengine.org/en/latest/engine_details/development/compiling)
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for compilation instructions for every supported platform.
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## Community and contributing

doc/classes/ResourceImporterTexture.xml

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Changing this import option only has an effect if a texture is detected as being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not change the existing compress mode on a texture (if it's detected to be used in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will.
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</member>
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<member name="editor/convert_colors_with_editor_theme" type="bool" setter="" getter="" default="false">
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If [code]true[/code], converts the imported image's colors to match [member EditorSettings.interface/theme/icon_and_font_color]. This assumes the image uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/creating_icons.html]Godot's own color palette for editor icons[/url], with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise.
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If [code]true[/code], converts the imported image's colors to match [member EditorSettings.interface/theme/icon_and_font_color]. This assumes the image uses the exact same colors as [url=$DOCS_URL/engine_details/editor/creating_icons.html]Godot's own color palette for editor icons[/url], with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise.
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[b]Note:[/b] Only available for SVG images.
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</member>
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<member name="editor/scale_with_editor_scale" type="bool" setter="" getter="" default="false">

doc/classes/Variant.xml

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Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
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</description>
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<tutorials>
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<link title="Variant class introduction">$DOCS_URL/engine_details/development/core_and_modules/variant_class.html</link>
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<link title="Variant class introduction">$DOCS_URL/engine_details/architecture/variant_class.html</link>
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</tutorials>
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</class>

editor/icons/README.md

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This folder contains all the icons used by Godot editor (except for platform
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icons which are located in their respective platform folder).
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See [Editor icons](https://docs.godotengine.org/en/latest/contributing/development/editor/creating_icons.html)
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See [Editor icons](https://docs.godotengine.org/en/latest/engine_details/editor/creating_icons.html)
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in the documentation for details on creating icons for the Godot editor.

modules/gdscript/tests/README.md

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and output files.
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See the
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[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html#integration-tests-for-gdscript)
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[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/engine_details/architecture/unit_testing.html#integration-tests-for-gdscript)
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for information about creating and running GDScript integration tests.
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# GDScript Autocompletion tests

platform/android/README.md

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## Documentation
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- [Compiling for Android](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_android.html)
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- [Compiling for Android](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_android.html)
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- Instructions on building this platform port from source.
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- [Exporting for Android](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html)
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- Instructions on using the compiled export templates to export a project.

platform/ios/README.md

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## Documentation
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- [Compiling for iOS](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_ios.html)
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- Instructions on building this platform port from source.
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- [Exporting for iOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_ios.html)
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- Instructions on using the compiled export templates to export a project.

platform/linuxbsd/README.md

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## Documentation
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- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_linuxbsd.html)
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- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_linuxbsd.html)
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- Instructions on building this platform port from source.
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- [Exporting for Linux/*BSD](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_linux.html)
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- Instructions on using the compiled export templates to export a project.

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