-
Notifications
You must be signed in to change notification settings - Fork 1.7k
Commit Messages
Margen67 edited this page Apr 20, 2021
·
8 revisions
Please follow this guide to write commit messages consistently and correctly.
Model message format:
Capitalised, short (50 chars or less) summary
More detailed explanatory text, if necessary. Wrap it to about 72
characters or so. In some contexts, the first line is treated as the
subject of an email and the rest of the text as the body. The blank
line separating the summary from the body is critical (unless you omit
the body entirely); tools like rebase can get confused if you run the
two together.
Write your commit message in the present tense: "Fix bug" and not "Fixed
bug." This convention matches up with commit messages generated by
commands like git merge and git revert.
Further paragraphs come after blank lines.
- Bullet points are okay, too
- Typically a hyphen or asterisk is used for the bullet, preceded by a
single space, with blank lines in between, but conventions vary here
- Use a hanging indent
Bug Fix: Remember that each commit has to be understandable on its own, without having to cross-reference GitHub.
A commit message like Fix #1234
is not acceptable.
Fix #3107: Number of sold items is reset after some time
Number of sold items was being overwritten by a memmove on the field
before it. Queue time changed to only be drawn for rides.
- A commit message should say what the change includes and why.
- The summary should start with a verb in the present tense (e.g. Add, change, fix etc.).
- If the first line of commit message is over 72 characters, GitHub's UI will fold it. Please keep the first line below this limit.
- There has to be one line of space between the topic (first line) and body of commitmsg
- If you cannot fit the description and your commit is large, consider splitting it into smaller chunks.
- As of #11410 at least the basic commit message style will be enforced by CI.
- Home
- FAQ & Common Issues
- Roadmap
- Installation
- Building
- Features
- Development
- Benchmarking & stress testing OpenRCT2
- Coding Style
- Commit Messages
- Overall program structure
- Data Structures
- CSS1.DAT
- Custom Music and Ride Music Objects
- Game Actions
- G1 Elements Layout
- game.cfg structure
- Maps
- Music Cleanup
- Objects
- Official extended scenery set
- Peep AI
- Peep Sprite Type
- RCT1 ride and vehicle types and their RCT2 equivalents
- RCT12_MAX_SOMETHING versus MAX_SOMETHING
- Ride rating calculation
- SV6 Ride Structure
- Settings in config.ini
- Sizes and angles in the game world
- Sprite List csg1.dat
- Sprite List g1.dat
- Strings used in RCT1
- Strings used in the game
- TD6 format
- Terminology
- Track Data
- Track Designs
- Track drawers, RTDs and vehicle types
- Track types
- Vehicle Sprite Layout
- Widget colours
- Debugging OpenRCT2 on macOS
- OpenGL renderer
- Rebase and Sync fork with OpenRCT2
- Release Checklist
- Replay System
- Using minidumps from crash reports
- Using Track Block Get Previous
- History
- Testing