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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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			71 lines
		
	
	
	
		
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| /*************************************************************************/
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| /*  version.h                                                            */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef VERSION_H
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| #define VERSION_H
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| 
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| #include "core/version_generated.gen.h"
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| 
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| // Godot versions are of the form <major>.<minor> for the initial release,
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| // and then <major>.<minor>.<patch> for subsequent bugfix releases where <patch> != 0
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| // That's arbitrary, but we find it pretty and it's the current policy.
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| 
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| // Defines the main "branch" version. Patch versions in this branch should be
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| // forward-compatible.
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| // Example: "3.1"
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| #define VERSION_BRANCH "" _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR)
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| #if VERSION_PATCH
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| // Example: "3.1.4"
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| #define VERSION_NUMBER "" VERSION_BRANCH "." _MKSTR(VERSION_PATCH)
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| #else // patch is 0, we don't include it in the "pretty" version number.
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| // Example: "3.1" instead of "3.1.0"
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| #define VERSION_NUMBER "" VERSION_BRANCH
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| #endif // VERSION_PATCH
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| 
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| // Version number encoded as hexadecimal int with one byte for each number,
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| // for easy comparison from code.
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| // Example: 3.1.4 will be 0x030104, making comparison easy from script.
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| #define VERSION_HEX 0x10000 * VERSION_MAJOR + 0x100 * VERSION_MINOR + VERSION_PATCH
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| 
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| // Describes the full configuration of that Godot version, including the version number,
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| // the status (beta, stable, etc.) and potential module-specific features (e.g. mono).
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| // Example: "3.1.4.stable.mono"
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| #define VERSION_FULL_CONFIG "" VERSION_NUMBER "." VERSION_STATUS VERSION_MODULE_CONFIG
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| 
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| // Similar to VERSION_FULL_CONFIG, but also includes the (potentially custom) VERSION_BUILD
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| // description (e.g. official, custom_build, etc.).
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| // Example: "3.1.4.stable.mono.official"
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| #define VERSION_FULL_BUILD "" VERSION_FULL_CONFIG "." VERSION_BUILD
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| 
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| // Same as above, but prepended with Godot's name and a cosmetic "v" for "version".
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| // Example: "Godot v3.1.4.stable.official.mono"
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| #define VERSION_FULL_NAME "" VERSION_NAME " v" VERSION_FULL_BUILD
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| 
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| #endif // VERSION_H
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