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* Bump version to 4.4-alpha.2Spartan3222024-10-141-1/+2
| | | | | Add status_version to version.py Update Engine.xml example for get_godot_compatible_version_info
* Rebrand Godot to RedotRandolph W. Aarseth II2024-10-111-3/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Bump version to 4.4-devRémi Verschelde2024-08-151-3/+3
| | | | Mr. Godot still didn't show up...
* Bump version to 4.3-stable \o/Rémi Verschelde2024-08-151-2/+2
| | | | | | | | | | | | | | | | | | This release turned out to be a massive one, exceeding our original plans for the development cycle, but for good reasons to address many critical issues that users identified since the 4.0 release. The user experience should be much stabler and more polished than in previous releases, with less obscure and game or workflow-breaking bugs. And of course the feature set kept increasing with a number of highly awaited improvements to all engine areas. We have close to 3500 commits in this release, twice as many as 4.2! More than 500 contributors were involved in this new feature release, and we want to thank them all for their amazing contributors, as well as all users who sponsor the Development Fund, reported bugs, opened proposals, or supported each other on our community platforms.
* Bump version to 4.3-rcRémi Verschelde2024-07-241-1/+1
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* Bump version to 4.3-betaRémi Verschelde2024-05-131-1/+1
| | | | | | | The feature freeze for 4.3 is now active. From here on we'll focus only on fixing bugs to stabilize the development branch and release 4.3-stable within a few weeks.
* Remove now unused `year` member from `version.py`Rémi Verschelde2024-01-251-1/+0
| | | | | We changed copyright to use "present" for the current year, so we no longer need to hardcode this and (like now) forget to bump it yearly.
* Bump version to 4.3-devRémi Verschelde2023-11-291-3/+3
| | | | | | The essential doesn't change. -- Samuel Beckett, Waiting for Godot
* Bump version to 4.2-stable \o/Rémi Verschelde2023-11-291-2/+2
| | | | | | | | | | | | | | This has been another successful short release cycle for Godot 4, with more than 1850 commits authored by over 350 contributors in 5 months! We managed to publish 3 feature releases (4.0, 4.1, and 4.2) in a year, for the first time ever. Despite the short development cycle, both 4.1 and 4.2 have been absolutely feature packed! We're happy with that development pace overall, and ready to start planning our 2024 releases with a similar workflow. Thanks to all the contributors for your amazing work, and to the Godot community at large for your incredible support <3
* Bump version to 4.2-rcRémi Verschelde2023-11-161-1/+1
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* Bump version to 4.2-betaRémi Verschelde2023-10-111-1/+1
| | | | | | The feature freeze for 4.2 is now official, from here on we'll focus only on fixing bugs to stabilize the development branch and release 4.2-stable within a month.
* Bump version to 4.2-devRémi Verschelde2023-07-051-3/+3
| | | | Keep on waitin'
* Bump version to 4.1-stable \o/Rémi Verschelde2023-07-051-2/+2
| | | | | | | | | | | | | | | | | Around 1500 commits from 300+ contributors merged over 4 months. The new 4.x release cycle with 3 months of development and 1 month of bugfixing proved to work fairly well for this 4.1 release, and we will keep refining it for future releases. The faster-paced release cycle means that each minor 4.x release will have a small scope and won't be as impressive as the massive 4.0 was, but it means that users get access to the new features and bug fixes faster, and the stabilization phase is also significantly shortened (only one month of feature freeze, so contributors don't need to wait long to see their approved feature PRs merged for the next milestone). Onwards to 4.2!
* Bump version to 4.1-rcRémi Verschelde2023-06-261-1/+1
| | | | | | | Faster release cycles are proving to work fairly well, and we have a lot more confidence label the current state as RC as we've had in the past. Let's get to 4.1-stable quickly and reopen development!
* Bump version to 4.1-betaRémi Verschelde2023-06-071-1/+1
| | | | | | We've been in feature freeze since the 4.1-dev4 snapshot a week ago, this continues throughout the beta stage with a focus on fixing bugs so we can release 4.1 in early July.
* Bump version to 4.1-devRémi Verschelde2023-03-011-3/+3
| | | | Can't stop, won't stop, they said, huh?
* Bump version to 4.0-stable \o/Rémi Verschelde2023-03-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Bump version to 4.0-rcRémi Verschelde2023-02-081-2/+2
| | | | | | | | | | | | | | | | | | | 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.
* Bump version to 4.0-beta \o/Rémi Verschelde2022-09-151-1/+1
| | | | | | | | | | | | | | | | | 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
* Bump version to 4.0-alphaRémi Verschelde2022-01-231-1/+1
| | | | | | | 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.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-1/+1
| | | | Happy new year to the wonderful Godot community!
* Allow dehardcoding documentation branch and URL in docs linksRémi Verschelde2021-11-151-0/+1
| | | | | | | | | | | | | | 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>
* Update copyright statements to 2021Rémi Verschelde2021-01-011-1/+1
| | | | | | | | | | | | | | 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 🎆
* Bump version to 4.0-devRémi Verschelde2020-01-291-3/+3
| | | | No peace for the weary. :)
* Bump version to 3.2-stable \o/Rémi Verschelde2020-01-291-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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!
* Bump version to 3.2-rcRémi Verschelde2020-01-161-1/+1
| | | | | | 'I guess there is no one to (git) blame We're leaving ground... Will things ever be the same again?'
* PCK: Set VERSION_PATCH in header, factor out header magicJoost Heitbrink2020-01-061-0/+1
| | | | | | | | | | | | 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>
* Update copyright statements to 2020Rémi Verschelde2020-01-011-1/+1
| | | | | | | | | | | 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.
* Bump version to 3.2-betaRémi Verschelde2019-11-051-1/+1
| | | | Release freeze is now active, only major bug fixes will be considered.
* Bump version to 3.2-alphaRémi Verschelde2019-09-011-1/+1
| | | | | | | | | | 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.
* Print engine version to stdout when starting GodotRémi Verschelde2019-05-281-0/+1
| | | | | | | 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.
* Bump version to 3.2-devRémi Verschelde2019-03-131-2/+2
| | | | No rest for the wicked.
* Bump version to 3.1-stable \o/Rémi Verschelde2019-03-131-1/+1
| | | | | | | | | | | | | | | | | | | | 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!
* Bump version to 3.1-rcRémi Verschelde2019-03-061-1/+1
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* Move YEAR definition to version.pyRémi Verschelde2019-03-051-0/+1
| | | | | | | 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.
* Bump version to 3.1-betaRémi Verschelde2019-01-071-1/+1
| | | | Release freeze is now active, only major bug fixes will be considered.
* Bump version to 3.1-alphaRémi Verschelde2018-08-271-1/+1
| | | | | | | | | | 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.
* Bump version to 3.1-devRémi Verschelde2018-01-301-2/+2
| | | | On the road again!
* Bump version to 3.0-stable \o/Rémi Verschelde2018-01-291-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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...
* Bump version to 3.0-rc3Rémi Verschelde2018-01-221-1/+1
| | | | Jamais deux sans trois.
* Bump version to 3.0-rc2Rémi Verschelde2018-01-191-1/+1
| | | | Dr. Freeman, we're coming for you!
* Bump version to 3.0-rc1Rémi Verschelde2018-01-131-1/+1
| | | | Nothing to see here.. ;)
* Bump version to 3.0-beta a.k.a. *feature freeze*Rémi Verschelde2017-11-201-1/+1
| | | | | | | | | | | | | | | | | | *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
* -Modules can now add custom version info (added it for Mono)Juan Linietsky2017-11-011-0/+1
| | | | | -Version string takes this version info -Ability to download templates from the interweb (listing does not work yet)
* Bump version to 3.0-alphaRémi Verschelde2017-01-021-2/+2
| | | | | | | | | | 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.
* style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Bump version to 2.2-alphaRémi Verschelde2016-08-031-2/+2
| | | | There are now new developments that will not be in 2.1-stable
* Bump version to 2.1-rc1Rémi Verschelde2016-07-241-1/+1
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* Bump version to 2.1-beta \o/Rémi Verschelde2016-07-121-1/+1
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* Enter the 2.1 alpha phaseRémi Verschelde2016-03-221-2/+2
| | | | | To make it clearer that this branch is more recent than the stable 2.0.x releases.