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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
61 lines
2.6 KiB
Markdown
61 lines
2.6 KiB
Markdown
# Contributing to WiiCompiled
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Thanks for wanting to help! This is the Steam Frame fork of
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[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR); it follows upstream's ground
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rules, below. Changes that are not specific to the Steam Frame are usually better made upstream.
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## The short version
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- Code is judged on quality, not where it came from.
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- You must understand, and be able to explain, every line you submit.
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- PR descriptions and responses must be written by you, **not** generated.
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- Accuracy is the bar for anything touching game behavior.
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## Code quality
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We don't care how your code came into existence. What we care about is whether it meets or improves the
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project's patterns and standards, and the only way we measure that is by
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reading it.
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Low-quality code won't be merged, regardless of origin. AI slop and human slop
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get the same treatment.
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## If you use AI tools
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That's ok, but rules apply:
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1. **You must be able to explain your changes.** If a reviewer asks why a line
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exists or what a function does and you can't answer, the PR will be closed.
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"The AI wrote it" is not an explanation.
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2. **Write your own PR description.** The description exists so reviewers know
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what you changed and why, in your words. Generated descriptions tend to
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describe everything and explain nothing, and they will get your PR closed.
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## Pull requests
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- Keep PRs focused: try to keep it to one change per PR. Small PRs get reviewed fast.
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- Explain **what** and **why**. Reference the issue if there is one.
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- For anything affecting game behavior: identical behavior to real hardware is
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the goal. Be prepared to show your change doesn't diverge from the original
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game (hardware comparison, logs, whatever fits).
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- Take review feedback in stride: it's about the code, not about you ;).
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## Bug reports
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See [Reporting problems](README.md#reporting-problems) in the README: what you did and saw, plus the
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run's `console.log`. Problems that also happen on a PC or a Quest belong upstream.
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## A note on related projects
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WiiCompiled, WiiCompiled OpenXR VR, Wheel Wizard and the other projects in this ecosystem are
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developed independently, and each has its **own** contribution rules, including its own rules on
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AI usage. What applies here does not automatically apply there,
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and vice versa. Check each project's own CONTRIBUTING file.
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## Legal
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- Never!!! include Nintendo code, assets, or game data in a PR, an issue, or
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anywhere else in this project. No exceptions.
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- By contributing, you agree your contributions are licensed under
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[GPL v3.0](LICENSE), like the rest of the project.
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