Update CONTRIBUTING.md

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@ -370,6 +370,30 @@ Leave them as is. This is good: `auto x = std::vector<int>();`
Use `//`-styled comments where possible. Use `//`-styled comments where possible.
Only use `/* */` style in case you are about to temporarily comment certain block for testing purposes or when writing a comment that will serve as the source for generated documentation. Only use `/* */` style in case you are about to temporarily comment certain block for testing purposes or when writing a comment that will serve as the source for generated documentation.
Use a `NOTE: ` prefix in your comment if you want to highlight something particularly noteworthy:
```c
// NOTE: Will not work for bones at ends of hierarchies.
float GetBoneLength(GAME_OBJECT_ID objectID, int boneIndex)
{
const auto& object = Objects[objectID];
if (object.nmeshes == boneIndex)
return 0.0f;
auto nextBoneOffset = GetJointOffset(objectID, boneIndex + 1);
return nextBoneOffset.Length();
}
```
Use a `FAILSAFE: ` prefix in your comment if you want to highlight a particularly quirky solution without an obvious and clear purpose:
```c
if (portalRoomNumber != NO_VALUE &&
rayRoomNumber != portalRoomNumber) // FAILSAFE: Prevent infinite loop if room portal leads back to itself.
{
player.Explode();
}
```
## Branches and pull requests ## Branches and pull requests
Make sure that epic branches (tens or hundreds of files changed due to renames, namespace wrappings, etc) **are focused on a single feature or task**. Don't jump in to others epic branches with another round of your epic changes. It masks bugs and makes review process very cumbersome. Make sure that epic branches (tens or hundreds of files changed due to renames, namespace wrappings, etc) **are focused on a single feature or task**. Don't jump in to others epic branches with another round of your epic changes. It masks bugs and makes review process very cumbersome.