Files
mitch030504--Wiicompiled_VR…/CONTRIBUTING.md
Claude 09ef5f4eea Revise the Markdown docs against the code and the fork's state
Checked every claim that names a setting, default, log line, binding or
script against the source, and brought the docs up to date with the
Steam Frame build:

- README: the recommended settings show their Frame defaults (render
  scale 0.8, resolution multiplier 1) and add eye-tracked foveation and
  the refresh rate; the settings panel's gamepad-mode button (both
  sticks); by-hand release tags moved to frame-beta-2; the AI usage note
  points at a section that exists.
- OPENXR.md: the intro and requirements cover all three backends; the
  Linux Vulkan backend, its patched Dawn and time conversion; Frame
  defaults for render scale and culling; the Frame controller profile in
  the binding list and limitations; foveation on the Frame and its
  per-map memory; scope of passthrough and tracked hands; Linux log path.
- quest-port.md: Known gaps rewritten (it still said the app had not run
  on a Quest, foveation was off by default, haptics unused and the pack
  not downloadable); intro names every product sharing the spec.
- DISTRIBUTION.md: how this fork's source-only frame-* releases are made.
- THIRD-PARTY-NOTICES.md: libco's aarch64 backend, Dawn built from source
  for the Quest and the Frame, and the tools the Frame installer fetches.
- CONTRIBUTING, RELEASE_VALIDATION, android/README, translator/README,
  building-macos: fork context, broken pointers, list formatting, typos.
- aurora-main/README: drop a screenshot that was not vendored.

All relative links and anchors resolve.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-05 07:42:16 +00:00

2.6 KiB

Contributing to WiiCompiled

Thanks for wanting to help! This is the Steam Frame fork of WiiCompiled OpenXR VR; it follows upstream's ground rules, below. Changes that are not specific to the Steam Frame are usually better made upstream.

The short version

  • Code is judged on quality, not where it came from.
  • You must understand, and be able to explain, every line you submit.
  • PR descriptions and responses must be written by you, not generated.
  • Accuracy is the bar for anything touching game behavior.

Code quality

We don't care how your code came into existence. What we care about is whether it meets or improves the project's patterns and standards, and the only way we measure that is by reading it.

Low-quality code won't be merged, regardless of origin. AI slop and human slop get the same treatment.

If you use AI tools

That's ok, but rules apply:

  1. You must be able to explain your changes. If a reviewer asks why a line exists or what a function does and you can't answer, the PR will be closed. "The AI wrote it" is not an explanation.
  2. Write your own PR description. The description exists so reviewers know what you changed and why, in your words. Generated descriptions tend to describe everything and explain nothing, and they will get your PR closed.

Pull requests

  • Keep PRs focused: try to keep it to one change per PR. Small PRs get reviewed fast.
  • Explain what and why. Reference the issue if there is one.
  • For anything affecting game behavior: identical behavior to real hardware is the goal. Be prepared to show your change doesn't diverge from the original game (hardware comparison, logs, whatever fits).
  • Take review feedback in stride: it's about the code, not about you ;).

Bug reports

See Reporting problems in the README: what you did and saw, plus the run's console.log. Problems that also happen on a PC or a Quest belong upstream.

WiiCompiled, WiiCompiled OpenXR VR, Wheel Wizard and the other projects in this ecosystem are developed independently, and each has its own contribution rules, including its own rules on AI usage. What applies here does not automatically apply there, and vice versa. Check each project's own CONTRIBUTING file.

  • Never!!! include Nintendo code, assets, or game data in a PR, an issue, or anywhere else in this project. No exceptions.
  • By contributing, you agree your contributions are licensed under GPL v3.0, like the rest of the project.