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- :allow_comments: False
- .. _doc_release_policy:
- Godot release policy
- ====================
- Godot's release policy is in constant evolution. The description below
- provides a general idea of what to expect, but what will actually
- happen depends on the choices of core contributors and the needs of the
- community at a given time.
- Godot versioning
- ----------------
- Godot loosely follows `Semantic Versioning <https://semver.org/>`__ with a
- ``major.minor.patch`` versioning system, albeit with an interpretation of each
- term adapted to the complexity of a game engine:
- - The ``major`` version is incremented when major compatibility breakages happen
- which imply significant porting work to move projects from one major version
- to another.
- For example, porting Godot projects from Godot 3.x to Godot 4.x requires
- running the project through a conversion tool, and then performing a number
- of further adjustments manually for what the tool could not do automatically.
- - The ``minor`` version is incremented for feature releases that do not break
- compatibility in a major way. Minor compatibility breakage in very specific
- areas *may* happen in minor versions, but the vast majority of projects
- should not be affected or require significant porting work.
- This is because Godot, as a game engine, covers many areas like rendering,
- physics, and scripting. Fixing bugs or implementing new features in one area
- might sometimes require changing a feature's behavior or modifying a class's
- interface, even if the rest of the engine API remains backwards compatible.
- .. tip::
- Upgrading to a new minor version is recommended for all users,
- but some testing is necessary to ensure that your project still behaves as
- expected.
- - The ``patch`` version is incremented for maintenance releases which focus on
- fixing bugs and security issues, implementing new requirements for platform
- support, and backporting safe usability enhancements. Patch releases are
- backwards compatible.
- Patch versions may include minor new features which do not impact the
- existing API, and thus have no risk of impacting existing projects.
- .. tip::
- Updating to new patch versions is therefore considered safe and strongly
- recommended to all users of a given stable branch.
- We call ``major.minor`` combinations *stable branches*. Each stable branch
- starts with a ``major.minor`` release (without the ``0`` for ``patch``) and is
- further developed for maintenance releases in a Git branch of the same name
- (for example patch updates for the 4.0 stable branch are developed in the
- ``4.0`` Git branch).
- Release support timeline
- ------------------------
- .. UPDATE: Table changes every minor version. Support policy may change.
- Stable branches are supported *at least* until the next stable branch is
- released and has received its first patch update. In practice, we support
- stable branches on a *best effort* basis for as long as they have active users
- who need maintenance updates.
- Whenever a new major version is released, we make the previous stable branch a
- long-term supported release, and do our best to provide fixes for issues
- encountered by users of that branch who cannot port complex projects to the new
- major version. This was the case for the 2.1 branch, and is the case for the
- 3.x branch.
- In a given minor release series, only the latest patch release receives support.
- If you experience an issue using an older patch release, please upgrade to the
- latest patch release of that series and test again before reporting an issue
- on GitHub.
- +--------------+----------------------+--------------------------------------------------------------------------+
- | **Version** | **Release date** | **Support level** |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 4.4 | Q1 2025 (estimate) | |unstable| *Development.* Receives new features, usability and |
- | (`master`) | | performance improvements, as well as bug fixes, while under development. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 4.3 | August 2024 | |supported| Receives fixes for bugs and security issues, as well as |
- | | | patches that enable platform support. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 4.2 | November 2023 | |supported| Receives fixes for bugs and security issues, as well as |
- | | | patches that enable platform support. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 4.1 | July 2023 | |supported| Receives fixes for bugs and security issues, as well as |
- | | | patches that enable platform support. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 4.0 | March 2023 | |eol| No longer supported (last update: 4.0.4). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.7 | No ETA for now | |supported| *Beta.* Receives new features, usability and performance |
- | (`3.x`) | | improvements, as well as bug fixes, while under development. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.6 | September 2024 | |supported| Receives fixes for bugs and security issues, as well as |
- | | | patches that enable platform support. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.5 | August 2022 | |supported| Receives fixes for bugs and security issues, as well as |
- | | | patches that enable platform support. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.4 | November 2021 | |eol| No longer supported (last update: 3.4.5). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.3 | April 2021 | |eol| No longer supported (last update: 3.3.4). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.2 | January 2020 | |eol| No longer supported (last update: 3.2.3). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.1 | March 2019 | |eol| No longer supported (last update: 3.1.2). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 3.0 | January 2018 | |eol| No longer supported (last update: 3.0.6). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 2.1 | July 2016 | |eol| No longer supported (last update: 2.1.6). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 2.0 | February 2016 | |eol| No longer supported (last update: 2.0.4.1). |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 1.1 | May 2015 | |eol| No longer supported. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- | Godot 1.0 | December 2014 | |eol| No longer supported. |
- +--------------+----------------------+--------------------------------------------------------------------------+
- .. |supported| image:: img/supported.png
- .. |partial| image:: img/partial.png
- .. |eol| image:: img/eol.png
- .. |unstable| image:: img/unstable.png
- **Legend:**
- |supported| Full support –
- |partial| Partial support –
- |eol| No support (end of life) –
- |unstable| Development version
- Pre-release Godot versions aren't intended to be used in production and are
- provided for testing purposes only.
- .. seealso::
- See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project
- from Godot 3.x to 4.x.
- .. _doc_release_policy_which_version_should_i_use:
- Which version should I use for a new project?
- ---------------------------------------------
- We recommend using Godot 4.x for new projects, as the Godot 4.x series will be
- supported long after 3.x stops receiving updates in the future. One caveat is
- that a lot of third-party documentation hasn't been updated for Godot 4.x yet.
- If you have to follow a tutorial designed for Godot 3.x, we recommend keeping
- :ref:`doc_upgrading_to_godot_4` open in a separate tab to check which methods
- have been renamed (if you get a script error while trying to use a specific node
- or method that was renamed in Godot 4.x).
- If your project requires a feature that is missing in 4.x (such as GLES2/WebGL
- 1.0), you should use Godot 3.x for a new project instead.
- .. _doc_release_policy_should_i_upgrade_my_project:
- Should I upgrade my project to use new engine versions?
- -------------------------------------------------------
- .. note::
- Upgrading software while working on a project is inherently risky, so
- consider whether it's a good idea for your project before attempting an
- upgrade. Also, make backups of your project or use version control to
- prevent losing data in case the upgrade goes wrong.
- That said, we do our best to keep minor and especially patch releases
- compatible with existing projects.
- The general recommendation is to upgrade your project to follow new *patch*
- releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug fixes,
- security updates and platform support updates (which is especially important for
- mobile platforms). You also get continued support, as only the last patch
- release receives support on official community platforms.
- For *minor* releases, you should determine whether it's a good idea to upgrade
- on a case-by-case basis. We've made a lot of effort in making the upgrade
- process as seamless as possible, but some breaking changes may be present in
- minor releases, along with a greater risk of regressions. Some fixes included in
- minor releases may also change a class' expected behavior as required to fix
- some bugs. This is especially the case in classes marked as *experimental* in
- the documentation.
- *Major* releases bring a lot of new functionality, but they also remove
- previously existing functionality and may raise hardware requirements. They also
- require much more work to upgrade to compared to minor releases. As a result, we
- recommend sticking with the major release you've started your project with if
- you are happy with how your project currently works. For example, if your
- project was started with 3.5, we recommend upgrading to 3.5.2 and possibly 3.6
- in the future, but not to 4.0+, unless your project really needs the new
- features that come with 4.0+.
- .. _doc_release_policy_when_is_next_release_out:
- When is the next release out?
- -----------------------------
- .. UPDATE: Refers to specific current minor versions 3.6 and 3.7.
- While Godot contributors aren't working under any deadlines, we strive to
- publish minor releases relatively frequently.
- In particular, after the very length release cycle for 4.0, we are pivoting to
- a faster paced development workflow, 4.1 released 4 months after 4.0, and 4.2
- released 4 months after 4.1
- Frequent minor releases will enable us to ship new features faster (possibly
- as experimental), get user feedback quickly, and iterate to improve those
- features and their usability. Likewise, the general user experience will be
- improved more steadily with a faster path to the end users.
- Maintenance (patch) releases are released as needed with potentially very
- short development cycles, to provide users of the current stable branch with
- the latest bug fixes for their production needs.
- There is currently no planned release date for the next 3.x minor version, 3.7.
- The current stable release, 3.6, may be the last stable branch of Godot 3.x.
- Godot 3.x is supported on a best-effort basis, as long as contributors continue
- to maintain it.
- What are the criteria for compatibility across engine versions?
- ---------------------------------------------------------------
- .. note::
- This section is intended to be used by contributors to determine which
- changes are safe for a given release. The list is not exhaustive; it only
- outlines the most common situations encountered during Godot's development.
- The following changes are acceptable in patch releases:
- - Fixing a bug in a way that has no major negative impact on most projects, such
- as a visual or physics bug. Godot's physics engine is not deterministic, so
- physics bug fixes are not considered to break compatibility. If fixing a bug
- has a negative impact that could impact a lot of projects, it should be made
- optional (e.g. using a project setting or separate method).
- - Adding a new optional parameter to a method.
- - Small-scale editor usability tweaks.
- Note that we tend to be more conservative with the fixes we allow in each
- subsequent patch release. For instance, 4.0.1 may receive more impactful fixes
- than 4.0.4 would.
- The following changes are acceptable in minor releases, but not patch releases:
- - Significant new features.
- - Renaming a method parameter. In C#, method parameters can be passed by name
- (but not in GDScript). As a result, this can break some projects that use C#.
- - Deprecating a method, member variable, or class. This is done by adding a
- deprecated flag to its class reference, which will show up in the editor. When
- a method is marked as deprecated, it's slated to be removed in the next
- *major* release.
- - Changes that affect the default project theme's visuals.
- - Bug fixes which significantly change the behavior or the output, with the aim
- to meet user expectations better. In comparison, in patch releases, we may
- favor keeping a buggy behavior so we don't break existing projects which
- likely already rely on the bug or use a workaround.
- - Performance optimizations that result in visual changes.
- The following changes are considered **compatibility-breaking** and can only be
- performed in a new major release:
- - Renaming or removing a method, member variable, or class.
- - Modifying a node's inheritance tree by making it inherit from a different class.
- - Changing the default value of a project setting value in a way that affects existing
- projects. To only affect new projects, the project manager should write a
- modified ``project.godot`` instead.
- Since Godot 5.0 hasn't been branched off yet, we currently discourage making
- compatibility-breaking changes of this kind.
- .. note::
- When modifying a method's signature in any fashion (including adding an
- optional parameter), a GDExtension compatibility method must be created.
- This ensures that existing GDExtensions continue to work across patch and
- minor releases, so that users don't have to recompile them.
- See :ref:`doc_handling_compatibility_breakages` for more information.
|