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2 changes: 1 addition & 1 deletion _includes/footer.html
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Expand Up @@ -20,7 +20,7 @@ <h2>{% t footer.project %}</h2>
<li><a href="/blog/">{% t footer.blog %}</a></li>
<li><a href="/code-of-conduct/">{% t footer.code_of_conduct %}</a></li>
<li><a href="/governance/">{% t footer.governance %}</a></li>
<li><a href="/teams/">{% t footer.teams %}</a></li>
<li><a href="https://contributing.godotengine.org/en/latest/organization/areas.html">{% t footer.teams %}</a></li>
<li><a href="/priorities/">{% t footer.priorities %}</a></li>
<li><a href="/community/">{% t footer.communities %}</a></li>
</ul>
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3 changes: 0 additions & 3 deletions _layouts/more.html
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Expand Up @@ -26,9 +26,6 @@ <h1 class="intro-title">{{ page.header_text }}</h1>
<a href="/governance/" class="title-font {% if page.current_tab == 'governance' %} active {% endif %}">
Governance
</a>
<a href="/teams/" class="title-font {% if page.current_tab == 'teams' %} active {% endif %}">
Teams
</a>
<a href="/license/" class="title-font {% if page.current_tab == 'license' %} active {% endif %}">
License
</a>
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2 changes: 1 addition & 1 deletion collections/_article/dev-snapshot-godot-4-2-dev-3.md
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Expand Up @@ -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):

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Expand Up @@ -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.

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2 changes: 1 addition & 1 deletion collections/_article/godot-4-0-docs-sprint.md
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Expand Up @@ -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.

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Expand Up @@ -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.

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2 changes: 1 addition & 1 deletion collections/_article/progress-report-web-export-in-4-3.md
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Expand Up @@ -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 <abbr title="Game Developers Conference">GDC</abbr>](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 <abbr title="Extensible Hypertext Markup Language">XHTML</abbr> 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.

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2 changes: 1 addition & 1 deletion collections/_article/rendering-priorities-4-1.md
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Expand Up @@ -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.

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2 changes: 1 addition & 1 deletion collections/_article/rendering-priorities-january-2024.md
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Expand Up @@ -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.

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2 changes: 1 addition & 1 deletion collections/_article/rendering-priorities-july-2023.md
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Expand Up @@ -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

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2 changes: 1 addition & 1 deletion pages/governance.html
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Expand Up @@ -81,7 +81,7 @@ <h4 id="leadership">Leadership</h4>

<h4 id="teams-and-area-owners">Teams and area owners</h4>
<p>
<a href="/teams/">Engine teams</a> 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.
<a href="https://contributing.godotengine.org/en/latest/organization/areas.html">Engine teams</a> 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.
</p>
<p>
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.
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2 changes: 1 addition & 1 deletion pages/privacy-policy.html
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@@ -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"
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