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 @@
- 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 --- -
- 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.
-
- 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.
-
- 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) - | -
- 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) - | -
|---|
- 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) - | -
- 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) - | -
- 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) -
-
- 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) - | -
- Specialized subsystems with their dedicated teams and communication channels. -
- -- 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 -
-- All audio-related features, from low-level AudioServer and drivers to high-level nodes and effects. -
- - -- 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) -
-- Networked multiplayer, RPCs and replication, HTTP/TCP/UDP/DNS, WebSockets, ENet, encryption. -
- -- Fabio Alessandrelli (@Faless), - Max Hilbrunner (@mhilbrunner) -
-- Physics servers and their implementation in 2D and 3D. -
- -- Fabrice Cipolla (@fabriceci), - Juan Linietsky (@reduz), - @lawnjelly, - Ricardo Buring (@rburing) -
-- 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) - | -
- Augmented (AR) and virtual reality (VR). -
- -- Bastiaan Olij (@BastiaanOlij), - Fredia Huya-Kouadio (@m4gr3d) -
- -| WebXR | -- David Snopek (@dsnopek) - | -
|---|---|
| XR Tools | -- Malcolm Nixon (@malcolmnixon) - | -
- 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. -
- -- 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) -
-- Maintenance and creation of official demo projects in godot-demo-projects. -
- -- Aaron Franke (@aaronfranke), - Hugo Locurcio (@Calinou) -
-- 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) -
-- 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) -
-- 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. -
-- 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) -
-