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Update CONTRIBUTING and INSTALL files
Update INSTALL in such a way it contains how to get the source code correctly cloning the repository (instead of using .zip files)
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# Code of Conduct
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We have a [code of conduct](CODE_OF_CONDUCT.md) that we all must
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read. Be polite to everyone. If you are not in your best day, take a
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deep breath and try again. Smile ^_^
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# New Issues
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Before you submit an issue:
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* Search in the current [list of issues](https://github.com/aseprite/aseprite/issues).
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* If the issue already exists, you can click the `Subscribe` button to get notifications.
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Before you submit an issue about a **compilation problem**, check
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the following items:
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* See how to get the source code correctly in the [INSTALL](INSTALL.md) guide.
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* Check if you are using the latest repository clone.
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* Remember that we use submodules, so you need to initialize and update them.
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* Remember that might be some [pull requests](https://github.com/aseprite/aseprite/pulls)
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being reviewed to fix your same problem.
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* If you are compiling on Mac OS X or on Linux, be patient, we don't
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compile on those platforms regularly.
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# Contributing
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You can contribute to Aseprite in several ways. One of the easiest
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ways is writting articles, blog posts, recording video tutorials,
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One of the easiest ways to contribute is writting articles, blog posts,
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recording video tutorials,
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[creating pixel art](http://aseprite.deviantart.com/), or showing your love
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to Aseprite e.g. naming Aseprite in your website and linking it to
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http://www.aseprite.org/, following
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@ -9,13 +33,12 @@ http://www.aseprite.org/, following
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[giving a donation](http://www.aseprite.org/donate/).
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Other ways to contribute require direct contact with us. For example:
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* Writting documentation.
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* Making art *for* Aseprite (logos, skins, mockups).
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* Making art with Aseprite and for Aseprite (logos, skins, mockups).
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* Sending patches for features or bug fixes.
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* Reviewing issues in the [issue tracker](https://github.com/aseprite/aseprite/issues) and making comments.
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The following sections explain some tips about each of these points.
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## Documentation
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You can start seeing the
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@ -30,11 +53,11 @@ screenshots or record a GIF animations to show steps:
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using [LICEcap](http://www.cockos.com/licecap/).
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* You can upload the PNG/GIF images to [Imgur](http://imgur.com/).
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## Issues
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## Reviewing Issues
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You can review issues, make comments, or create new ones (features,
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bug reports, etc.) in our
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[issue tracker](https://github.com/aseprite/aseprite/issues). You
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bug reports, etc.) in the
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[issue tracker](https://github.com/aseprite/aseprite/issues). You
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are encouraged to create mockups for any issue you see and attach them.
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## Hacking
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@ -42,30 +65,12 @@ are encouraged to create mockups for any issue you see and attach them.
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The first thing to keep in main if you want to modify the source code:
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checkout the **master** branch. It is the branch that we use to
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develop new features and fix issues that are planned for the next big
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release.
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release. See the [INSTALL](INSTALL.md) guide to know how to compile.
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To start looking the source code, see how it is organized in
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[src/README.md](https://github.com/aseprite/aseprite/tree/master/src/#aseprite-source-code)
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file.
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## Get the Source Code
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If you want to help in Aseprite, first of all you will need a fresh
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copy of the Git repository. It is located in GitHub, right here:
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https://github.com/aseprite/aseprite
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You can clone it locally using the following command (read-only URL):
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git clone --recursive https://github.com/aseprite/aseprite.git
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On Windows you can use programs like
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[msysgit](http://msysgit.github.io/) to clone the repository.
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## Compiling
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See [INSTALL.md](INSTALL.md) to know how to compile Aseprite.
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## Forking & Pull Requests
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You can fork the GitHub repository using the Fork button at
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@ -98,5 +103,5 @@ you should send an email to the group describing what you want to do,
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to avoid programming in something that is already done or which
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someone else is working on.
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And always remember to look the
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[Roadmap](http://www.aseprite.org/roadmap/).
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And always remember to take a look at our
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[roadmap](http://www.aseprite.org/roadmap/).
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28
INSTALL.md
28
INSTALL.md
@ -1,4 +1,4 @@
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# What platforms are supported?
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# Platforms
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You should be able to compile Aseprite successfully on the following
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platforms:
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@ -8,7 +8,21 @@ platforms:
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* Linux + gcc with some C++11 support, this port is not compiled
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regularly so you can expect some errors in the master branch.
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# How can I compile Aseprite?
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# Get the source code
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At the moment the only way to compile Aseprite is clonning the Git
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repository located here:
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https://github.com/aseprite/aseprite
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You can clone it using the following command (read-only URL):
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git clone --recursive https://github.com/aseprite/aseprite.git
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On Windows you can use programs like
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[msysgit](http://msysgit.github.io/) to clone the repository.
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# Compiling
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Aseprite uses the latest version of [CMake](http://www.cmake.org/)
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(3.0) as its build system. You will not need any extra library
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@ -17,7 +31,7 @@ dependencies, even a modified version of the Allegro library is
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included in master branch.
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The following are the steps to compile Aseprite (in this case we have
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the source code in a directory called `aseprite-source`):
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the repository clone in a directory called `aseprite-source`):
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1. Make a build directory to leave all the files that are result of
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the compilation process (`.exe`, `.lib`, `.obj`, `.a`, `.o`, etc).
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@ -64,7 +78,7 @@ website (you need to be registered):
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https://developer.apple.com/downloads/
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Inside the `Packages` folder, there is a MacOSX10.4.Universal.pkg,
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Inside the `Packages` folder, there is a `MacOSX10.4.Universal.pkg`,
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install it (it will be installed in `/SDKs/MacOSX10.4u.sdk`), and run
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cmake with the following parameters:
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@ -72,17 +86,17 @@ cmake with the following parameters:
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-DCMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.4
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-DCMAKE_OSX_SYSROOT:STRING=/SDKs/MacOSX10.4u.sdk
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# How to use installed third party libraries?
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# Using shared third party libraries
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If you don't want to use the embedded code of third party libraries
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(i.e. to use your installed versions), you can disable static linking
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configuring each `USE_SHARED_` option.
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After running `cmake -G`, you edit `build/CMakeCache.txt` file, and
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After running `cmake -G`, you can edit `build/CMakeCache.txt` file, and
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enable the `USE_SHARED_` flag (set its value to `ON`) of the library
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that you want to be linked dynamically.
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# How to profile Aseprite?
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# Profiling
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You must compile with `Profile` configuration. For example on Linux:
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