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2023-04-04Bump version to 4.0.3-rcRémi Verschelde
2023-04-04Bump version to 4.0.2-stableRémi Verschelde
2023-03-30Bump version to 4.0.2-rcRémi Verschelde
2023-03-19Bump version to 4.0.1-stableRémi Verschelde
2023-03-01Bump version to 4.0.1-rcRémi Verschelde
2023-03-01Bump version to 4.0-stable \o/Rémi Verschelde
4 years of development. 12,000 merged pull requests. 7,000 fixed issues. 1,500 individual contributors across engine and docs. The Godot 4.0 release is by all metrics our biggest release so far. No stone has been left unturned, all parts of the engine have been modernized, refactored, overhauled, rewritten, redesigned. Our work is far from done. Many areas still have significant known issues, and will require focused work from all willing contributors to fix blocking bugs, implement missing features, optimize for performance or compatibility, and improve the user experience. But Godot 4.0 marks the start of the new, modern Godot Engine, and a solid foundation for us all to build upon. Future 4.x releases will come with a much faster cadence, enabling us to iterate quickly on new features and improvements to what we already provide. To all of you who were involved in making Godot 4.0 what it is today, however big or small your contributions were: THANK YOU! This was a massive undertaking, and you all participated in unique and wonderful ways to build a free and open source game engine for everyone to use and enjoy. You are breathtaking! <3
2023-02-08Bump version to 4.0-rcRémi Verschelde
It's been 3 years since the release of Godot 3.2 and the start of the major overhaul of the codebase for Godot 4.0. And the work on that new version had started even 6 months before with Juan working on the Vulkan renderer and various core changes in a feature branch. This got merged in #36098 on Feb 11, 2020, oh well, we 3 days early ;) Close to 15,000 pull requests have been merged for the 4.0 milestone, which is half of the total amount of PRs in Godot's open source lifetime. This is our biggest release by far, and it's finally time to let it loose. A huge thankyou to all the contributors who were involved over the years, with contributions of any kind. Now's the final stretch to iron out the remaining blocking bugs and release 4.0-stable.
2022-09-15Bump version to 4.0-beta \o/Rémi Verschelde
At long last! We're now pretty much feature complete (with a few exceptions which might still make their way to future betas) and ready to move on to the consolidation and bugfixing beta phase. The API is more or less settled for 4.0, though we still reserve the right to do changes if we see that it's really for the better - but from here on we'll do our best to ensure that early adopters of 4.0 beta have an easy upgrade path to future beta and eventually stable releases. A million of thanks to all contributors who worked so hard on shaping Godot 4.0 over the past 3 years! Git counts nearly a thousand of you authoring close to 11,000 unique commits (excluding merge commits). You're all breathtaking! <3
2022-01-23Bump version to 4.0-alphaRémi Verschelde
This is _not_ yet a feature freeze, and the API should not be considered stable. The alpha phase will have frequent official testing releases while we focus on fixing known issues and integrating the remaining features and API improvements planned for Godot 4.0.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-15Allow dehardcoding documentation branch and URL in docs linksRémi Verschelde
This makes it possible to change the branch of the documentation that URLs are pointing to without having to modify all class reference files. In the XML class reference, the `$DOCS_URL` placeholder should be used, and will be replaced automatically in the editor and when generating the RST class reference. The documentation branch string is set in `version.py`. Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-01-29Bump version to 4.0-devRémi Verschelde
No peace for the weary. :)
2020-01-29Bump version to 3.2-stable \o/Rémi Verschelde
Congratulations to everyone in the Godot community for this awesome new release, culmination of more than 10 months of development from close to 450 contributors! Thanks to all involved, whether you contributed code, documentation, bug reports, translations, community support or donations. You all played a role in bringing better free and open source game development tools to the world! Godot 3.2 includes more than 6000 commits made since the 3.1 release in March 2019, 3000 Pull Requests have been merged, and over 2000 issues have been fixed! This release builds upon the feature set and usability of Godot 3.1, making it even more stable and powerful, and thus a very mature game development tool for both 2D and 3D. Now onwards to the 4.0 with Vulkan and a lot of modernization of the codebase!
2020-01-16Bump version to 3.2-rcRémi Verschelde
'I guess there is no one to (git) blame We're leaving ground... Will things ever be the same again?'
2020-01-06PCK: Set VERSION_PATCH in header, factor out header magicJoost Heitbrink
Unify pack file version and magic to avoid hardcoded literals. `version.py` now always includes `patch` even for the first release in a new stable branch (e.g. 3.2). The public name stays without the patch number, but `Engine.get_version_info()` already included `patch == 0`, and we can remove some extra handling of undefined `VERSION_PATCH` this way. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-11-05Bump version to 3.2-betaRémi Verschelde
Release freeze is now active, only major bug fixes will be considered.
2019-09-01Bump version to 3.2-alphaRémi Verschelde
IMPORTANT: This means that the master branch is now considered feature-complete for the upcoming 3.2 release, and thus in *feature freeze*. Unless explicitly allowed by project maintainers, no new feature PRs will be considered for merge until Godot 3.2-stable is released. Current PRs made before the feature freeze will still be reviewed and potentially merged before the beta stage, if deemed satisfactory.
2019-05-28Print engine version to stdout when starting GodotRémi Verschelde
Also include website URL and make it configurable via version.py together with the rest of the engine branding. Add mention to MIT license in --help output.
2019-03-13Bump version to 3.2-devRémi Verschelde
No rest for the wicked.
2019-03-13Bump version to 3.1-stable \o/Rémi Verschelde
Congratulations to everyone in the Godot community for this awesome new release, culmination of more than one year of development from close to 500 contributors! Thanks to all involved, whether you contributed code, documentation, bug reports, translations, community support or donations. You all played a role in bringing better free and open source game development tools to the world! Godot 3.1 includes more than 7000 commits made since the 3.0 release in January 2018, 3000 Pull Requests have been merged, and 3000 issues have been fixed! This release makes the 3.x branch more stable and powerful, and makes it a very mature game development tool for both 2D and 3D. Now feature development can restart towards 3.2 and 4.0!
2019-03-06Bump version to 3.1-rcRémi Verschelde
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2019-03-05Move YEAR definition to version.pyRémi Verschelde
If it needs to be hardcoded (for the sake of reproducible builds), it should be together with the other hardcoded version info. And yeah, two months in, let's move to 2019.
2019-01-07Bump version to 3.1-betaRémi Verschelde
Release freeze is now active, only major bug fixes will be considered.
2018-08-27Bump version to 3.1-alphaRémi Verschelde
IMPORTANT: This means that the master branch is now considered feature-complete for the upcoming 3.1 release, and thus in *feature freeze*. Unless explicitly allowed by project maintainers, no new feature PRs will be considered for merge until Godot 3.1-stable is released. Current PRs made before the feature freeze will still be reviewed and potentially merged before the beta stage, if deemed satisfactory.
2018-01-30Bump version to 3.1-devRémi Verschelde
On the road again!
2018-01-29Bump version to 3.0-stable \o/Rémi Verschelde
Congratulations to everyone in the Godot community for the tremendous work done on this release since 18 months, with hundreds of contributors pushing almost 7500 commits with more than 3000 PRs and closing over 2000 issues (and fixing even more than that, as many work-in-progress bugs were fixed before an issue could be filled). Godot 3.0 is definitely our biggest and boldest release so far, and we want to thank the whole community for their unswerving support during this long wait. From there on, there is a lot of work to do to strengthen the foundations that we built with 3.0, fixing the bugs that the many refactorings probably introduced, optimizing new features and enhancing the usability again... The 3.x era should be a fruitful one for Godot, and we hope that you will continue using it to create awesome 2D and 3D games and increase the notoriety of your favourite engine in the game development industry. And now, let's all start waiting for 3.1...
2018-01-22Bump version to 3.0-rc3Rémi Verschelde
Jamais deux sans trois.
2018-01-19Bump version to 3.0-rc2Rémi Verschelde
Dr. Freeman, we're coming for you!
2018-01-13Bump version to 3.0-rc1Rémi Verschelde
Nothing to see here.. ;)
2017-11-20Bump version to 3.0-beta a.k.a. *feature freeze*Rémi Verschelde
*Feature freeze* means that from now on, no new features will be considered for Godot 3.0, unless explicitely decided by core developers. New pull requests implementing additional features will be automatically set for the 3.1 milestone, and will only be considered for merging once the 3.0 version goes stable and the *master* branch reopens for feature development. Existing PRs made before the freeze will still be reviewed and potentially be merged, if the features that they implement are deemed important enough or don't risk to introduce issues. Otherwise, PRs should now focus on: - Fixing bugs - Enhancing existing 3.0 features
2017-11-01-Modules can now add custom version info (added it for Mono)Juan Linietsky
-Version string takes this version info -Ability to download templates from the interweb (listing does not work yet)
2017-01-02Bump version to 3.0-alphaRémi Verschelde
WARNING: This branch is unstable and should not be used in production for the time being. See https://godotengine.org/article/warning-head-going-unstable for more details. To get the previous 2.2-alpha unreleased version, you can checkout the '2.2' branch.
2016-11-01style: Fix PEP8 whitespace issues in Python filesRémi Verschelde
Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
2016-08-03Bump version to 2.2-alphaRémi Verschelde
There are now new developments that will not be in 2.1-stable
2016-07-24Bump version to 2.1-rc1Rémi Verschelde
2016-07-12Bump version to 2.1-beta \o/Rémi Verschelde
2016-03-22Enter the 2.1 alpha phaseRémi Verschelde
To make it clearer that this branch is more recent than the stable 2.0.x releases.
2016-03-22Add support for patch versions (2.0.x)Rémi Verschelde
(cherry picked from commit 706d576f7b24ec62effd59f66f1d7c47c813056b)
2016-02-22bump to stable, congratulations everyonereduz
2016-02-08-bump version to rc1Juan Linietsky
2016-01-25bump to betaJuan Linietsky
2015-08-23**WARNING BEFORE PULLING**Juan Linietsky
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools. If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :) Summary of Changes -New Filesystem dock, with filesystem & tree view modes. -New refactoring tools, to change or fix dependencies. -Quick search dialog, to quickly search any file
2015-05-21version bump to stableJuan Linietsky
2015-05-17version bump to rc3Juan Linietsky
2015-05-05up version to rc2Juan Linietsky
2015-05-01bumped version to rc1Juan Linietsky
2015-04-02Beta1 Attempt #1Juan Linietsky
-=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1
2014-12-15version bump to stableJuan Linietsky