diff --git a/_includes/footer.html b/_includes/footer.html index b72541a058..b70fc58af8 100644 --- a/_includes/footer.html +++ b/_includes/footer.html @@ -20,7 +20,7 @@

{% t footer.project %}

  • {% t footer.blog %}
  • {% t footer.code_of_conduct %}
  • {% t footer.governance %}
  • -
  • {% t footer.teams %}
  • +
  • {% t footer.teams %}
  • {% t footer.priorities %}
  • {% t footer.communities %}
  • diff --git a/_layouts/more.html b/_layouts/more.html index 34131ba8d7..6ff87375dc 100644 --- a/_layouts/more.html +++ b/_layouts/more.html @@ -26,9 +26,6 @@

    {{ page.header_text }}

    Governance - - Teams - License diff --git a/collections/_article/dev-snapshot-godot-4-2-dev-3.md b/collections/_article/dev-snapshot-godot-4-2-dev-3.md index f677590a9d..d59e22cbe2 100644 --- a/collections/_article/dev-snapshot-godot-4-2-dev-3.md +++ b/collections/_article/dev-snapshot-godot-4-2-dev-3.md @@ -11,7 +11,7 @@ date: 2023-08-11 14:00:00 Development is well under way for our next milestone, Godot 4.2. After our [dev 2 snapshot](/article/dev-snapshot-godot-4-2-dev-2/), we kept merging new features and important bug fixes, and gathered quite a number of them — so now we're ready for the third dev snapshot to put those under broader user testing. It's been around a month since we started this release cycle, with roughly two months to go until 4.2 beta 1, and then another month to reach stable in early November 2023. -I'd like to outline the amazing work done by the [Production team](https://godotengine.org/teams/#production), and especially by Yuri Sizov, who took care of PR reviews, merges, and the whole release process while I was on holiday in the second half of July. Godot 4.1.1, the first two dev snapshots for 4.2, and 4.0.4 — all were fully handled by Yuri. While I used to be the only one responsible for making and publishing releases, we're now fully sharing the role of release manager. That should enable us to keep this sustained pace with a high quality standard. +I'd like to outline the amazing work done by the [Production team](https://contributing.godotengine.org/en/latest/organization/areas.html), and especially by Yuri Sizov, who took care of PR reviews, merges, and the whole release process while I was on holiday in the second half of July. Godot 4.1.1, the first two dev snapshots for 4.2, and 4.0.4 — all were fully handled by Yuri. While I used to be the only one responsible for making and publishing releases, we're now fully sharing the role of release manager. That should enable us to keep this sustained pace with a high quality standard. Back to today's development snapshot, here are some of the highlights of 4.2 dev 3, with a bigger list available [below](#whats-new): diff --git a/collections/_article/godot-4-0-development-enters-feature-freeze.md b/collections/_article/godot-4-0-development-enters-feature-freeze.md index f96ca0c4d1..8db600f434 100644 --- a/collections/_article/godot-4-0-development-enters-feature-freeze.md +++ b/collections/_article/godot-4-0-development-enters-feature-freeze.md @@ -11,7 +11,7 @@ We're determined to deliver a stable release of Godot 4.0 as soon as possible. T ### The road to Beta 1 -With that in mind, effective **August 3rd** we're entering a feature freeze stage, and no changes to _the roadmap for Godot 4.0_ will be expected. If you have pending work that you absolutely want to see in Godot 4.0, submit it before **August 3rd**. You can either open a pull request or contact the [Production team](/teams#production) directly for your work to be considered. +With that in mind, effective **August 3rd** we're entering a feature freeze stage, and no changes to _the roadmap for Godot 4.0_ will be expected. If you have pending work that you absolutely want to see in Godot 4.0, submit it before **August 3rd**. You can either open a pull request or contact the [Production team](https://contributing.godotengine.org/en/latest/organization/areas.html) directly for your work to be considered. Please, do not exhaust yourself and avoid crunching. There are always future releases, _especially if your enhancement doesn't break compability_. Once 4.0 is released, we aim to have much shorter development cycles for 4.x releases so the wait for new features shouldn't be long. diff --git a/collections/_article/godot-4-0-docs-sprint.md b/collections/_article/godot-4-0-docs-sprint.md index 52da8ad8cf..61cc6567f9 100644 --- a/collections/_article/godot-4-0-docs-sprint.md +++ b/collections/_article/godot-4-0-docs-sprint.md @@ -21,7 +21,7 @@ We have many new features, and documentation is going to be the first place peop - **Who?** Everyone is welcome. Whether you're new to contributing, or returning to the project, there's enough to do for everyone. -- **How to start?** The [writing documentation](https://contributing.godotengine.org/en/latest/documentation/overview.html) page in the documentation is a good start. If you have any questions, get in touch with the maintainers in the [#documentation](https://chat.godotengine.org/channel/documentation) channel on the Contributors Chat. You can see the whole documentation team on the [Teams page](https://godotengine.org/teams#documentation). If in doubt, ping **Max (@mhilbrunner)**. +- **How to start?** The [writing documentation](https://contributing.godotengine.org/en/latest/documentation/overview.html) page in the documentation is a good start. If you have any questions, get in touch with the maintainers in the [#documentation](https://chat.godotengine.org/channel/documentation) channel on the Contributors Chat. You can see the whole documentation team on the [Teams page](https://contributing.godotengine.org/en/latest/organization/areas.html). If in doubt, ping **Max (@mhilbrunner)**. - **Where to start?** Have a look at open issues in the [documentation repository](https://github.com/godotengine/godot-docs/issues), as well as the [main repository](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Adocumentation+milestone%3A4.0). You can also check the areas of the engine you're most familiar with. See if the class reference is [updated and complete](https://godotengine.github.io/doc-status/) for that area, whether the tutorials need to be updated, and so on. diff --git a/collections/_article/godots-graduation-godot-moves-to-a-new-foundation.md b/collections/_article/godots-graduation-godot-moves-to-a-new-foundation.md index 05f53bee8c..456e850428 100644 --- a/collections/_article/godots-graduation-godot-moves-to-a-new-foundation.md +++ b/collections/_article/godots-graduation-godot-moves-to-a-new-foundation.md @@ -45,7 +45,7 @@ We plan to regularly post public reports of our financial situation and the usag From the perspective of the Godot project, not much will change. Governance/Financial decisions were previously made by the PLC with input from the advisor group. The PLC will become the Foundation’s Board of Directors, so it will be the same people, but just with a different name. Additionally, the SFC will be part of the new foundation in advisory capacity, to help us with this new adventure, and to ensure to you all, the community, continuity in the way Godot is managed. -This transition does not affect in any way the technical development of the engine, which is detailed in our [Governance](https://godotengine.org/governance) and [Teams](https://godotengine.org/teams) pages. The development process of Godot will not change with the Foundation. +This transition does not affect in any way the technical development of the engine, which is detailed in our [Governance](https://godotengine.org/governance) and [Teams](https://contributing.godotengine.org/en/latest/organization/areas.html) pages. The development process of Godot will not change with the Foundation. The Godot Foundation is dedicated to creating Free and Open Source Software and to ensuring that work on the Godot project is sustainable. The Foundation’s Mission is to “financially support the growth, initiatives and activities of the Godot Engine project, an open-source project that provides a free suite of tools and educational materials around the Godot Engine. diff --git a/collections/_article/progress-report-web-export-in-4-3.md b/collections/_article/progress-report-web-export-in-4-3.md index faddf6ebea..661c70dcab 100644 --- a/collections/_article/progress-report-web-export-in-4-3.md +++ b/collections/_article/progress-report-web-export-in-4-3.md @@ -11,7 +11,7 @@ date: 2024-05-15 13:15:00 Have you ever begun some type of work, and only after realized how little you actually knew? That happened to me during [the last GDC](https://godotengine.org/article/gdc-2024-retrospective/). -A few months ago, I took over [Fabio Alessandrelli's (@faless)](https://github.com/Faless/) responsibilities as [Web Platform Lead](https://godotengine.org/teams/#platforms) for Godot to reduce his task load and accelerate the pace at which our Web platform exports continue to improve. +A few months ago, I took over [Fabio Alessandrelli's (@faless)](https://github.com/Faless/) responsibilities as [Web Platform Lead](https://contributing.godotengine.org/en/latest/organization/areas.html) for Godot to reduce his task load and accelerate the pace at which our Web platform exports continue to improve. I'm well used to the Web and its quirks. I began creating websites in XHTML and (vanilla) JavaScript, back in the days. Flash games were my jam! Enough so that I even worked for a video game studio as an ActionScript 3 developer in 2010. And I didn't really stop caring about the Web platform ever since. diff --git a/collections/_article/rendering-priorities-4-1.md b/collections/_article/rendering-priorities-4-1.md index 67a284e440..2f327cd887 100644 --- a/collections/_article/rendering-priorities-4-1.md +++ b/collections/_article/rendering-priorities-4-1.md @@ -13,7 +13,7 @@ Now that Godot 4.0 is out, we have had the chance to think about our priorities ## Priorities -Below I list some of our top priorities on the [rendering team](https://godotengine.org/teams/#rendering) for Godot 4.1 along with a brief description. These are presented in no particular order and are grouped based on whether they relate to performance improvements, stability, or usability. +Below I list some of our top priorities on the [rendering team](https://contributing.godotengine.org/en/latest/organization/areas.html) for Godot 4.1 along with a brief description. These are presented in no particular order and are grouped based on whether they relate to performance improvements, stability, or usability. Please note these priorities are aspirational: we hope to have all of the following finished in time for 4.1, but we may not. Rest assured work will continue and anything that doesn't make it into 4.1 will make it into subsequent releases. diff --git a/collections/_article/rendering-priorities-january-2024.md b/collections/_article/rendering-priorities-january-2024.md index b0c2a5fa62..aeb75ac1dc 100644 --- a/collections/_article/rendering-priorities-january-2024.md +++ b/collections/_article/rendering-priorities-january-2024.md @@ -7,7 +7,7 @@ image: /storage/blog/covers/rendering-priorities-jan-2024.webp date: 2024-01-16 9:00:00 --- -We released [Godot 4.2](https://godotengine.org/article/godot-4-2-arrives-in-style/) on November 30, 2023 with many exciting features and countless fixes and improvements. Godot 4.2 is starting to look like what we had envisioned for Godot 4. Accordingly, we are spending more time thinking and talking about what the future holds for the [rendering team](https://godotengine.org/teams/#rendering). +We released [Godot 4.2](https://godotengine.org/article/godot-4-2-arrives-in-style/) on November 30, 2023 with many exciting features and countless fixes and improvements. Godot 4.2 is starting to look like what we had envisioned for Godot 4. Accordingly, we are spending more time thinking and talking about what the future holds for the [rendering team](https://contributing.godotengine.org/en/latest/organization/areas.html). At GodotCon this year I spoke about new features that the rendering team would like to see implemented in the future. While not all of these features will make it in, it's a pretty good overview of what we are thinking and talking about. diff --git a/collections/_article/rendering-priorities-july-2023.md b/collections/_article/rendering-priorities-july-2023.md index 1679ec0f73..892a6e02a3 100644 --- a/collections/_article/rendering-priorities-july-2023.md +++ b/collections/_article/rendering-priorities-july-2023.md @@ -25,7 +25,7 @@ I want to address what I consider to be a failure of communication in the last r Similarly, as a reminder that even when we have a feature ready or nearly ready before a release window, the feature still may be delayed to a subsequent release if more testing is needed, or if contributors identify issues with the feature before it is merged. That is to say, even if we say we will have a feature ready before a particular release, it only means that the Pull Request will be made before the release, we can't promise that any change will make it into the next release until that change is actually merged into the engine. -Below I list some of the top priorities identified by the [rendering team](https://godotengine.org/teams/#rendering) along with a brief description. These are presented in no particular order and are grouped based on whether they relate to performance improvements, stability, usability, or a new topic, customization. Many of these items are carried forward from the last post. We hope some of these will make it into 4.2, but we can't promise anything. +Below I list some of the top priorities identified by the [rendering team](https://contributing.godotengine.org/en/latest/organization/areas.html) along with a brief description. These are presented in no particular order and are grouped based on whether they relate to performance improvements, stability, usability, or a new topic, customization. Many of these items are carried forward from the last post. We hope some of these will make it into 4.2, but we can't promise anything. #### Performance diff --git a/pages/governance.html b/pages/governance.html index 56d4208ad7..c319106a79 100644 --- a/pages/governance.html +++ b/pages/governance.html @@ -81,7 +81,7 @@

    Leadership

    Teams and area owners

    - Engine teams are groups of contributors interested in a specific area of the engine. Teams provide a way for contributors to have focused discussions with other people with similar expertise and interests. The opinion and expertise of team members is valued in discussions, but ultimately the authority over an area of the engine belongs solely to the area owner and the project leadership. Area owners are entrusted with final say for code merges in their areas. Area owners are trusted contributors who are chosen by the project leadership and have shown knowledge of the specific area of the engine and the engine's philosophy as a whole. + Engine teams are groups of contributors interested in a specific area of the engine. Teams provide a way for contributors to have focused discussions with other people with similar expertise and interests. The opinion and expertise of team members is valued in discussions, but ultimately the authority over an area of the engine belongs solely to the area owner and the project leadership. Area owners are entrusted with final say for code merges in their areas. Area owners are trusted contributors who are chosen by the project leadership and have shown knowledge of the specific area of the engine and the engine's philosophy as a whole.

    In practice, area owners aim for consensus among contributors, especially among the relevant team. The "rule of thumb" is to not merge code if significant disputes exist over a change. However the final decision still remains with the area owner. The Godot project strives for rich, public, technical discussions where anyone can contribute and agree on the way to move forward. Additionally, the leadership and area owners consult with other contributors and the community as much as possible every time new features and improvements are planned. diff --git a/pages/privacy-policy.html b/pages/privacy-policy.html index 5894b989a6..b51aae9757 100644 --- a/pages/privacy-policy.html +++ b/pages/privacy-policy.html @@ -1,7 +1,7 @@ --- permalink: /privacy-policy/index.html title: "Privacy Policy - Godot Engine" -description: "Teams and engine areas overview." +description: "Privacy policy overview." layout: more header_text: "Privacy policy" current_tab: "privacy-policy" diff --git a/pages/teams.html b/pages/teams.html index 4f319a3c5f..bb50a219df 100644 --- a/pages/teams.html +++ b/pages/teams.html @@ -2,595 +2,17 @@ permalink: /teams/index.html title: "Teams - Godot Engine" description: "Teams and engine areas overview." -layout: more -header_text: "Godot Engine teams" -current_tab: "teams" +layout: default +redirect_to: https://contributing.godotengine.org/en/latest/organization/areas.html --- -

    +
    +

    Redirecting...

    - This pages provides an overview of the various teams working on Godot Engine. If you want to know who works on - what, who to get in contact with on a topic, - which people should review a particular Pull Request or similar - this is a good first stop. + If you are not being redirected automatically, click here.

    - -

    - Engine teams are listed by engine area, with a few keywords describing what belongs to that area and a link to the - teams chat channel, - followed by a list of the members of that team (names and GitHub handles). For some larger areas, subteams exist for - parts of that area.
    - Names in bold with a ⭐ emoji are the main contributors in charge of a given area, who typically lead the team work - and can merge Pull Requests in their area of expertise. -

    - -

    - If you want to get in touch, use the link to each team's chat channel on the Godot Engine Contributors chat - after the team's names (see Community).
    - For general development discussions which may not fit a specific team channel, use the general purpose #devel channel.
    - For general enquiries, private or security related matters, have a look at the Contact page. -

    - - -

    General areas

    - -

    - Categorizing the engine development in discrete teams is not easy! This section includes some broad areas which have - an influence on all engine subsystems, - and where many contributors are active without necessarily being responsible for all the features that their team - encompasses.
    - Some more specialized teams are then listed in the Systems section. -

    - -
    -

    Core • #core

    - -

    - Low-level Core API: Object, Variant, templates, base nodes like Node, Viewport, etc. - (everything under core and - scene/main). -

    - -

    - Juan Linietsky (@reduz), - George Marques (@vnen), - HP van Braam (@hpvb), - Pedro J. Estébanez (@RandomShaper) -

    - - - - - - - - - - - - - - -
    Data Structures - Juan Linietsky (@reduz), - @lawnjelly -
    Threading - Pedro J. Estébanez (@RandomShaper) -
    Input - Eric M (@EricEzaM), - Gilles Roudière (@groud), - Pedro J. Estébanez (RandomShaper), - Rémi Verschelde (@akien-mga) -
    -
    - -
    -

    GUI Nodes • #gui

    - -

    - Everything that inherits Control (everything under scene/gui) - and can be used to build Graphical User Interfaces (both game UI and editor tools). -

    - -

    - Gilles Roudière (@groud), - Hendrik Brucker (@Geometror), - Michael Alexsander (@YeldhamDev), - Pāvels Nadtočajevs (@bruvzg), - Tomasz Chabora (@KoBeWi) -

    - - - - - - -
    Text - Paul Batty (@Paulb23), - Pāvels Nadtočajevs (@bruvzg) -
    -
    - -
    -

    Editor • #editor

    - -

    - All things related to the editor, both tools and usability (editor). -

    - -

    - Gilles Roudière (@groud), - Hendrik Brucker (@Geometror), - Hugo Locurcio (@Calinou), - Michael Alexsander (@YeldhamDev), - Paul Batty (@Paulb23), - Tomasz Chabora (@KoBeWi) -

    - - - - - - - - - - - - - - - - - - -
    2D - Gilles Roudière (@groud), - Michael Alexsander (@YeldhamDev), - Tomasz Chabora (@KoBeWi) -
    3D - Hugo Locurcio (@Calinou), - Joan Fons Sanchez (@JFonS) -
    Debugger - Fabio Alessandrelli (@Faless), - George Marques (@vnen) -
    Script editor - Paul Batty (@Paulb23), - Michael Alexsander (@YeldhamDev) -
    -
    - -
    -

    Scripting

    - -

    - Umbrella team for all the scripting languages usable with Godot. Encompasses some shared core components - (Object, ClassDB, MethodBind, ScriptLanguage, etc.) - and language specific implementations in dedicated subteams. -

    - -

    - George Marques (@vnen), - Juan Linietsky (@reduz) -

    - - - - - - - - - - - - - - -
    GDExtension (#gdextension) - David Snopek (@dsnopek), - Bastiaan Olij (@BastiaanOlij), - Fabio Alessandrelli (@Faless), - George Marques (@vnen), - Gilles Roudière (@groud), - Jan Haller (@Bromeon), - Juan Linietsky (@reduz), - Pāvels Nadtočajevs (@bruvzg) -
    GDScript (#gdscript) - - George Marques (@vnen), - Adam Scott (@adamscott), - Danil Alexeev (@dalexeev), - Dmitry Maganov (@vonagam), - ocean (they/them) (@anvilfolk) -
    .NET (#dotnet) - - Raul Santos (@raulsntos), - Paul Joannon (@paulloz) -
    -
    - -
    -

    Buildsystem • #buildsystem

    - -

    - Tools and scripts that we use to compile and maintain Godot, both for development purpose (SCons, CI) and - releases (official build containers). -

    - -

    - Rémi Verschelde (@akien-mga), - Aaron Franke (@aaronfranke), - Fabio Alessandrelli (@Faless), - HP van Braam (@hpvb), - Hugo Locurcio (@Calinou), - Ignacio Roldán Etcheverry (@neikeq) -

    -
    - -
    -

    Platforms • #platforms -

    - -

    - Platform specific layers that reside in platform, with shared - components - (Unix, Win32, Apple, etc.) in drivers. -

    - -

    - Pāvels Nadtočajevs (@bruvzg), - Rémi Verschelde (@akien-mga) -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Android (#android) - - Fredia Huya-Kouadio (@m4gr3d) -
    Web - Adam Scott (@adamscott), - Fabio Alessandrelli (@Faless) -
    iOS - Pāvels Nadtočajevs (@bruvzg) -
    Linux / BSD - Fabio Alessandrelli (@Faless), - HP van Braam (@hpvb), - Pāvels Nadtočajevs (@bruvzg), - Rémi Verschelde (@akien-mga) -
    macOS - Pāvels Nadtočajevs (@bruvzg) -
    UWP - George Marques (@vnen) -
    Windows - Pāvels Nadtočajevs (@bruvzg), - Max Hilbrunner (@mhilbrunner) -
    -
    - -

    Systems

    - -

    - Specialized subsystems with their dedicated teams and communication channels. -

    - -
    -

    Animation • #animation -

    - -

    - Nodes and features for 2D and 3D animation and IK workflows. -

    - -

    - Juan Linietsky (@reduz), - K. S. Ernest Lee (@fire), - @lyuma, - Silc 'Tokage' Renew (@TokageItLab), - SaracenOne -

    -
    - -
    -

    Audio • #audio

    - -

    - All audio-related features, from low-level AudioServer and drivers to high-level nodes and effects. -

    - -

    - Ellen Poe (@ellenhp), - Juan Linietsky (@reduz) -

    -
    - -
    -

    Import • #asset-pipeline

    - -

    - Asset import pipeline for 2D (textures) and 3D (scenes, models, animations, etc.). -

    - -

    - Juan Linietsky (@reduz), - Hugo Locurcio (@Calinou), - Joan Fons Sanchez (@JFonS), - K. S. Ernest Lee (@fire), - @lyuma, - Rémi Verschelde (@akien-mga) -

    -
    - -
    -

    Networking • #networking

    - -

    - Networked multiplayer, RPCs and replication, HTTP/TCP/UDP/DNS, WebSockets, ENet, encryption. -

    - -

    - Fabio Alessandrelli (@Faless), - Max Hilbrunner (@mhilbrunner) -

    -
    - -
    -

    Physics • #physics

    - -

    - Physics servers and their implementation in 2D and 3D. -

    - -

    - Fabrice Cipolla (@fabriceci), - Juan Linietsky (@reduz), - @lawnjelly, - Ricardo Buring (@rburing) -

    -
    - -
    -

    Rendering • #rendering -

    - -

    - Rendering server and RenderingDevice implementations (Vulkan, OpenGL), as well as the actual rendering - techniques implemented using those graphics APIs. -

    - -

    - Clay John (@clayjohn), - Bastiaan Olij (@BastiaanOlij), - Hugo Locurcio (@Calinou), - @lawnjelly, - Pedro J. Estébanez (RandomShaper), - Joan Fons Sanchez (@JFonS), - Juan Linietsky (@reduz) -

    - - - - - - - - - - -
    Shaders - Clay John (@clayjohn), - Yuri Rubinsky (@Chaosus) -
    Tech Art - Ilaria Cislaghi (@QbieShay), - Clay John (@clayjohn), - Hugo Locurcio (@Calinou), - Patrick Exner (@paddy-exe), - Yuri Rubinsky (@Chaosus) -
    -
    - -
    -

    XR • #xr

    - -

    - Augmented (AR) and virtual reality (VR). -

    - -

    - Bastiaan Olij (@BastiaanOlij), - Fredia Huya-Kouadio (@m4gr3d) -

    - - - - - - - - - - -
    WebXR - David Snopek (@dsnopek) -
    XR Tools - Malcolm Nixon (@malcolmnixon) -
    -
    - -

    Community

    - -

    - The following teams do not impact the engine code directly, but take care of all other important parts of the Godot - ecosystem such as the documentation, demos, website, etc. -

    - -
    -

    Communication • #communication

    - -

    - The communication team ensures that our platforms, from the website to our social media, are kept up to date - with current information about the engine and showcase other projects from the community. -

    - -

    - Emilio Coppola (@coppolaemilio), - Rémi Verschelde (@akien-mga) -

    -
    - -
    -

    Demos • #demo-content -

    - -

    - Maintenance and creation of official demo projects in godot-demo-projects. -

    - -

    - Aaron Franke (@aaronfranke), - Hugo Locurcio (@Calinou) -

    -
    - -
    -

    Documentation • #documentation

    - -

    - Maintainance and writing of the official documentation at godot-docs. -

    - -

    - Max Hilbrunner (@mhilbrunner), - A Thousand Ships (@AThousandShips), - Clay John (@clayjohn), - Hana - Piralein (@Piralein), - Hugo Locurcio (@Calinou), - Matthew (@skyace65), - Micky (@Mickeon), - Raul Santos (@raulsntos), - Rémi Verschelde (@akien-mga) -

    -
    - -
    -

    Production • #devel

    - -

    - The production team helps coordinate the engine development with the various teams. -

    - -

    - Rémi Verschelde (@akien-mga), - Adam Scott (@adamscott), - Clay John (@clayjohn), - Emilio Coppola (@coppolaemilio), - Fredia Huya-Kouadio (@m4gr3d), - HP van Braam (@hpvb), - Hugo Locurcio (@Calinou), - Max Hilbrunner (@mhilbrunner) -

    -
    - -
    -

    Translation • #translation

    - -

    - Internationalization and localization team - building the infrastructure to make it possible to translate - Godot and its documentation. -

    - -

    - Rémi Verschelde (@akien-mga), - Haoyu Qiu (@timothyqiu), - Hugo Locurcio (@Calinou) -

    - -

    - If you work on Godot translations and contributors for your language have a dedicated communication channel for - coordination, let us know so we can link it here. -

    -
    - -
    -

    Website • #website

    - -

    - Maintenance of the official Godot website and other hosted resources (Q&A, asset library). -

    - -

    - Winston (@winston-yallow), - Emilio Coppola (@coppolaemilio), - Hugo Locurcio (@Calinou), - Rémi Verschelde (@akien-mga) -

    -
    + +