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Copy file name to clipboardexpand all lines: en/contributors/documentation/content.md
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If you want to contribute and update the website, please follow the instructions below.
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Small updates can be done directly in the GitHub web interface, for bigger updates the local development environment is required, which is described in the [Installation](Installation) section.
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Small updates can be done directly in the GitHub web interface, for bigger updates the local development environment is required, which is described in the [Installation](installation.md) section.
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You can use any text editor to make changes. If you are using **Visual Studio**, you can open `Stride.Docs.sln` solution file in the root of the repository and start making your updates directly from this IDE.
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- Update docfx version
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- Update layouts
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You would start with the local development environment, which is described in the [Installation](Installation) section.
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You would start with the local development environment, which is described in the [Installation](installation.md) section.
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Then you would make your changes and test them locally. Once you are happy with the result, you can create a pull request to merge your changes into the `master` branch.
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# DocFX
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[docfx](https://www.11ty.dev/) is a static site generator that uses JavaScript as its templating language. It is a very powerful tool that allows us to create a website with a lot of flexibility and customization. It is also very easy to use and learn. This section will cover the basics of Eleventy configuration on the Stride website. Creating and updating the content is described in our [Content](Content) section.
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[docfx](https://www.11ty.dev/) is a static site generator that uses JavaScript as its templating language. It is a very powerful tool that allows us to create a website with a lot of flexibility and customization. It is also very easy to use and learn. This section will cover the basics of Eleventy configuration on the Stride website. Creating and updating the content is described in our [Content](content.md) section.
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We used to use **Jekyll** as our static site generator, but we decided to switch to Eleventy because of its flexibility and ease of use. We also wanted to use a tool that is more widely used and supported, which is why we decided to switch to Eleventy.
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-[Creating Custom Shortcodes and Includes](#creating-custom-shortcodes-and-includes)
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# Packages and Dependencies
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Eleventy is a **Node.js** application. Please follow our [Installation](Installation) guide to install Node.js and all the required dependencies.
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Eleventy is a **Node.js** application. Please follow our [installation](installation.md) guide to install Node.js and all the required dependencies.
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Packages we currently use:
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- pass through files - Files that are copied to the output folder without any processing
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- custom collections - Custom collections used in the templates like `tagList` and `yearList`
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- filters - Custom filters used in the templates
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- custom shortcodes - Custom [shortcodes](Content#shortcodes-and-includes) used in the templates, pages or blog posts.
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- custom shortcodes - Custom [shortcodes](content.md#shortcodes-and-includes) used in the templates, pages or blog posts.
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The file is well-commented and should be self-explanatory. If you need to add a new configuration, please follow the existing structure and include a comment to explain the new configuration.
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-`web.Release.config` - Configuration file for Windows ASP.NET Core deployment
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**Note:** This project includes ASP.NET Core solution and files, as they can be used seamlessly with Eleventy. Read more about this in our [Installation](Installation#asp-net-core) section.
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**Note:** This project includes ASP.NET Core solution and files, as they can be used seamlessly with Eleventy. Read more about this in our [Installation](installation.md#asp-net-core.md) section.
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# Layouts
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## Creating Custom Shortcodes and Includes
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If you need to create a custom shortcode or include, please follow the existing structure and [include a comment](Content#shortcodes-and-includes) to explain the new shortcode or include.
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If you need to create a custom shortcode or include, please follow the existing structure and [include a comment](content.md#shortcodes-and-includes) to explain the new shortcode or include.
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The shortcodes are defined in the `.eleventy.js` file, while the includes are located in the `/_includes` folder.
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# Contributing to documentation
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This documentation serves as a comprehensive guide to help you navigate and contribute to the **Stride Docs** website.
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If you're looking to make minor changes, such as adding or updating a manual, tutorial or page, or fixing a typo, feel free to jump straight to the [Content Updates](content#content-updates) section.
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If you're looking to make minor changes, such as adding or updating a manual, tutorial or page, or fixing a typo, feel free to jump straight to the [Content Updates](content.md#content-updates) section.
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For more extensive updates 🤯🤦♂️ or for a deeper understanding of the docs website project, we recommend exploring all the sections provided. Happy browsing and contributing!
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-[Adding a New Language](new-language.md#adding-a-new-language)
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-[Roadmap](roadmap.md)
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-[DocFX](docfx.md)
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-[Packages and Dependencies](eleventy.md#packages-and-dependencies)
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-[Configuration](eleventy.md#configuration)
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-[Global Data](eleventy.md#global-data)
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-[Folder Structure](eleventy.md#folder-structure)
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-[Layouts](eleventy.md#layouts)
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-[Includes](eleventy.md#includes)
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-[Advanced Topics](eleventy.md#advanced-topics)
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-[Creating Custom Shortcodes and Includes](eleventy.md#creating-custom-shortcodes-and-includes)
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-[Packages and Dependencies](docfx.md#packages-and-dependencies)
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-[Configuration](docfx.md#configuration)
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-[Global Data](docfx.md#global-data)
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-[Folder Structure](docfx.md#folder-structure)
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-[Layouts](docfx.md#layouts)
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-[Includes](docfx.md#includes)
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-[Advanced Topics](docfx.md#advanced-topics)
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-[Creating Custom Shortcodes and Includes](docfx.md#creating-custom-shortcodes-and-includes)
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# Local installation
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This guide will walk you through the steps to install the Stride Docs website on your local machine for development purposes. Although we use the Windows operating system for development, the steps should be similar for other operating systems.
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[Minor updates](Content#small-updates) can be made directly on GitHub. However, for [more significant updates](Content#major-updates) that affect multiple pages, we recommend using a local development environment so you can see the impact of your changes beforehand. This is because we use the **docfx** static site generator, and in some cases, all pages need to be regenerated. This approach helps you assess your changes before submitting a pull request.
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[Minor updates](content.md#small-updates) can be made directly on GitHub. However, for [more significant updates](content.md#major-updates) that affect multiple pages, we recommend using a local development environment so you can see the impact of your changes beforehand. This is because we use the **docfx** static site generator, and in some cases, all pages need to be regenerated. This approach helps you assess your changes before submitting a pull request.
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This guide assumes you have a basic understanding of the technologies used in the Stride docs website.
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1. 🔄 After saving the updated file, you will need to rebuild the documentation by running the script again
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**Q:** I just want to fix a typo in a post. Do I need to follow your installation steps?
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**A:***No, you can fix the typo directly on the GitHub website. However, you will still need to fork the repo, make your update on the main branch or a new branch, and then create a pull request. You can follow this guide for [minor updates](Content#small-updates).*
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**A:***No, you can fix the typo directly on the GitHub website. However, you will still need to fork the repo, make your update on the main branch or a new branch, and then create a pull request. You can follow this guide for [minor updates](content.md#small-updates).*
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Stride's Open Collective hosts different '[Projects](https://opencollective.com/stride3d/projects)' — think of them as funding goals for specific features or contributions. Each project typically has a related Github ticket for more details on what's required for its development. If you're interested in working on or contributing to a particular feature, please reply in the thread and mention @stride3d/stride-contributors.
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## Bug bounties
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If you are a developer with experience in C#, rendering techniques, or game development, we want to hire you! We have allocated funds from supporters on [OpenCollective](https://opencollective.com/stride3d) and will pay you for your work on certain issues.
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You can find [issues with bounties here](https://github.com/stride3d/stride/labels/bounty)
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If you are interested in tackling one of those issues:
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- Reply in the thread and tag @stride3d/stride-contributors
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- We'll get back to you and reserve that issue to your name.
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- You can then create a new pull request and we'll review it.
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- Once merged in you will receive 60% of the bounty and the other 40% on the next official release of the engine.
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### Payment info
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Stride uses the [Open source collective](https://opencollective.com/opensource) as our Fiscal host which approves the payments. They process payouts twice weekly, once they have been approved by the admins of the Collective. They make payments via PayPal and Wise, and can only make payouts to countries served by these payment processors.
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You can go to the specific bug bounty on Stride's [Open Collective](https://opencollective.com/stride3d) for payment:
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Since we want to package tools (i.e. GameStudio, ConnectionRouter, CompilerApp) with a package that contains only the executable with proper dependencies to other NuGet runtime packages, we use NuGet API to resolve assemblies at runtime.
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The code responsible for this is located in [Stride.NuGetResolver](../sources/shared/Stride.NuGetResolver).
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The code responsible for this is located in [Stride.NuGetResolver](../../../sources/shared/Stride.NuGetResolver).
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Later, we might want to take advantage of .NET Core dependency resolving to do that natively. Also, we might want to use actual project information/dependencies to resolve to different runtime assemblies and better support plugins.
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Assembly processor is run by both Game and Stride targets.
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It performs various transforms to the compiled assemblies:
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* Generate [DataSerializer](../sources/common/core/Stride.Core/Serialization/DataSerializer.cs) serialization code (and merge it back in assembly using IL-Repack)
* Generate [DataSerializer](../../../../../stride/sources/core/Stride.Core/Serialization/DataSerializer.cs) serialization code (and merge it back in assembly using IL-Repack)
* Scan for types or attributes with `[ScanAssembly]` to quickly enumerate them without needing `Assembly.GetTypes()`
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* Optimize calls to [Stride.Core.Utilities](../sources/common/core/Stride.Core/Utilities.cs)
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* Automatically call methods tagged with [ModuleInitializer](../sources/common/core/Stride.Core/ModuleInitializerAttribute.cs)
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* Cache lambdas and various other code generation related to [Dispatcher](../sources/common/core/Stride.Core/Threading/Dispatcher.cs)
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* Optimize calls to [Stride.Core.Utilities](../../../../../stride/sources/core/Stride.Core/Utilities.cs)
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* Automatically call methods tagged with [ModuleInitializer](../../../../../stride/sources/core/Stride.Core/ModuleInitializerAttribute.cs)
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* Cache lambdas and various other code generation related to [Dispatcher](../../../../../stride/sources/core/Stride.Core/Threading/Dispatcher.cs)
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* A few other internal tasks
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For performance reasons, it is run as a MSBuild Task (avoid reload/JIT-ing). If you wish to make it run the executable directly, set `StrideAssemblyProcessorDev` to `true`.
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### Limitations
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It seems that using those optimization don't work well with shadow copying and [probing privatePath](https://msdn.microsoft.com/en-us/library/823z9h8w(v=vs.110).aspx). This forces us to copy the `Direct3D11` specific assemblies to the top level `Windows` folder at startup of some tools. This is little bit unfortunate as it seems to disturb the MSBuild assembly searching (happens before `$(AssemblySearchPaths)`). As a result, inside Stride solution it is necessary to explicitely add `<ProjectReference>` to the graphics specific assemblies otherwise wrong ones might be picked up.
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It seems that using those optimization don't work well with shadow copying and [probing privatePath](https://msdn.microsoft.com/en-us/library/823z9h8w(v=vs.110).aspx). This forces us to copy the `Direct3D11` specific assemblies to the top level `Windows` folder at startup of some tools. This is little bit unfortunate as it seems to disturb the MSBuild assembly searching (happens before `$(AssemblySearchPaths)`). As a result, inside Stride solution it is necessary to explicitly add `<ProjectReference>` to the graphics specific assemblies otherwise wrong ones might be picked up.
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This will require further investigation to avoid this copying at all.
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# Bug bounties
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If you are a developer with solid experience in C#, rendering techniques, or game development, we want to hire you! We have allocated funds from supporters on [OpenCollective](https://opencollective.com/stride3d) and will pay you for your work on certain issues.
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You can find [issues with bounties here](https://github.com/stride3d/stride/labels/bounty). If you see a different bug that you would like to tackle and you want to know if it is eligible for a bug bounty, you are also more than welcome to reach out to the core contributors on [Discord](https://discord.gg/f6aerfE) and [Github Discussion](https://github.com/stride3d/stride/discussions).
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You can find [issues with bounties here](https://github.com/stride3d/stride/labels/bounty).
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If the issue you want to work on doesn't have a bounty associated to it, feel free to get in touch with us by creating a new issue or adding your message to an existing one, tagging us with `@stride3d`/`@stride-contributors` and sharing your email address or Discord handle. You can also do it directly through Discord by sending a message in `#github-pr-and-issues` with the `@Developer` tag.
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If you are interested in tackling one of those issues:
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- Reply in the thread and tag @stride3d/stride-contributors
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- Reply in the thread and tag `@stride3d`/`@stride-contributors`
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- We'll get back to you and reserve that issue to your name.
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- You can then create a new pull request and we'll review it.
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- Once merged in you will receive 60% of the bounty and the other 40% on the next official release of the engine.
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# Contribute to Stride engine
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Here you can find various pages describing building the source locally for different systems. You can also find information about stride's architecture.
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### [Contribute code](contribute-engine.md)
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### [Contribute code](contribute-code.md)
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Want to help out fixing bugs or making new features? Check out how you can do so.
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### [Bug bounties](contribute-engine.md)
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### [Bug bounties](bug-bounties.md)
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Here you can learn about the process on our bug bounty process.
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### [Building on Windows](building-source-windows.md)
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If you want to contribute and update the website, please follow the instructions below.
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Small updates can be done directly in the GitHub web interface, for bigger updates the local development environment is required, which is described in the [Installation](Installation) section.
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Small updates can be done directly in the GitHub web interface, for bigger updates the local development environment is required, which is described in the [Installation](installation.md) section.
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You can use any text editor to make changes. If you are using **Visual Studio**, you can open `Stride.Web.sln` solution file in the root of the repository and start making your updates directly from this IDE.
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You would start with the local development environment, which is described in the [Installation](installation.md) section.
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Then you would make your changes and test them locally. Once you are happy with the result, you can create a pull request to merge your changes into the `master` branch.
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The GitHub action [stride-website-release-azure.yml](https://github.com/stride3d/stride-website/blob/master/.github/workflows/stride-website-release-azure.yml) builds the website and deploys it to Azure Web Apps.
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[Step-by-Step Deployment Guide for Azure Web Apps (Windows) with IIS and Stride Website](Deployment-Azure).
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[Step-by-Step Deployment Guide for Azure Web Apps (Windows) with IIS and Stride Website](deployment-azure.md).
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