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Godot 3.1 in beta, entering release freeze (only major bug fixes accepted) #24822
Starting now with bcecf56, we're entering the beta stage, and release freeze on the master branch to get ready for releasing Godot 3.1 stable, hopefully by late January 2019.
This means that we will only consider major bug fixes from now on (crash fixes, fixes to very visible bugs that will impact the workflow of most users). Enhancements or non-critical bug fixes will no longer be merged in the master branch until 3.1 is released. Don't worry though, as we will release 3.1.x maintenance releases regularly in following months, where bug fixes and enhancements can be cherry-picked.
Translations strings are also frozen from now on, i.e. no
Exception to the above rules may happen at the discretion of project or feature maintainers.
Contributors are asked to focus on fixing bugs reported in the 3.1 milestone, as well as enhancing documentation (both class reference here and feature documentation on https://github.com/godotengine/godot-docs). In the coming days, many of the 3.1 issues will be moved to another milestone if they are not considered critical for this release.
We don't have long until the end of January if we want to release 3.1 before GodotCon (and it would be really good to do so, as February/March are usually quite busy due to GDC preparations), so let's all focus on fixing the last blockers.
I would ask for an explanation in the official release notes , in the godot web page, to especify what compiler, system and flags are used to compile the official builds (included alphas and betas). (I´m unable to get a tiniest and fastest build with msvc2015 in windows no mathers the flags used, no mather link in time optimizations, and all "long time" projects eventually will need to compile the engine with the same performance level that official builds)
@Ranoller Actually @hpvb is working on something even better than documentation; he's going to provide containers (and build script to create containers yourself) that can be used to make builds in the exact same conditions (same compilers, same options) as the official builds.