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85 lines
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ReStructuredText
85 lines
4.4 KiB
ReStructuredText
.. _doc_release_policy:
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Godot release policy
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====================
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Godot versioning
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----------------
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Godot uses ``major.minor.patch`` version numbering. However, it does not
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strictly follow `Semantic Versioning <https://semver.org/>`__. This means that
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releases considered "semver-minor" by that standard (such as 3.1 -> 3.2) will
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most likely introduce breaking changes. Still, there won't be as many breaking
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changes as a "semver-major" version bump such as 3.2 -> 4.0.
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In the interest of stability and usability, patch releases may occasionally
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introduce small breaking changes as well. When repackaging Godot projects (e.g.
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in a Flatpak), make sure to always use the same patch version as the one used to
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initially export the project.
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.. note::
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The first release in a major/minor release series doesn't end with a
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trailing zero. For example, the first release in the 3.2 series is ``3.2``,
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not ``3.2.0``.
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Release support timeline
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------------------------
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Godot versions are supported for a certain amount of time. While these durations
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are not set in stone, here's a table with the expected level of support
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for each Godot version:
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+-------------+-------------------+--------------------------------------------------------------------------+
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| **Version** | **Release date** | **Support level** |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 4.0 | ~2021 (see below) | |unstable| *Current focus of development (unstable).* |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 3.2 | January 2020 | |supported| Backwards-compatible new features (backported from the |
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| | | ``master`` branch) as well as bug, security, and platform support fixes. |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 3.1 | March 2019 | |partial| Only critical, security and platform support fixes. |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 3.0 | January 2018 | |partial| Only critical, security and platform support fixes. |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 2.1 | July 2016 | |partial| Only critical, security and platform support fixes. |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 2.0 | February 2016 | |eol| No longer supported. |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 1.1 | May 2015 | |eol| No longer supported. |
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+-------------+-------------------+--------------------------------------------------------------------------+
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| Godot 1.0 | December 2014 | |eol| No longer supported. |
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+-------------+-------------------+--------------------------------------------------------------------------+
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.. |supported| image:: img/supported.png
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.. |partial| image:: img/partial.png
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.. |eol| image:: img/eol.png
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.. |unstable| image:: img/unstable.png
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**Legend:**
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|supported| Full support -
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|partial| Partial support -
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|eol| No support (end of life) -
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|unstable| Development version
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Pre-release Godot versions aren't intended to be used in production and are
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provided on a best-effort basis.
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When is the next release out?
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-----------------------------
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While Godot contributors aren't working under any deadlines, there's usually a
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major or minor Godot release made available every year. Following this trend,
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this means Godot 4.0 will most likely be released in **2021**.
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Patch releases are made available more frequently, typically every 2-6 months
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while a release is fully supported. Partially supported releases will only have
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new patch releases once an important security or platform support fix has been
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merged.
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.. seealso::
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The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository
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documents features that have been agreed upon and may be implemented in future
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Godot releases.
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