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<title>godot.git/core/error_macros.h, branch fix/use-bin-name</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/error_macros.h?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/error_macros.h?h=fix%2Fuse-bin-name'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-09-21T16:28:28Z</updated>
<entry>
<title>Implement Linux-style likely()/unlikely() macros</title>
<updated>2017-09-21T16:28:28Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-09-20T09:04:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=22358babda1452ee6db4d662dff373472b93fdc6'/>
<id>urn:sha1:22358babda1452ee6db4d662dff373472b93fdc6</id>
<content type='text'>
This implement branch prediction macros likely() and unlikely() like in
Linux. When using these macros please ensure that when you use them the
condition in the branch really is very, very likely or unlikely. Think
90+% of the time. Primarily useful for error checking. (And I implement
these macros for all our error checking macros now)

See this article for more information:
https://kernelnewbies.org/FAQ/LikelyUnlikely

There are more places where these macros may make sense in renderer and
physics engine. Placing them will come in another commit down the line.
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement well-defined handling of unrecoverable errors</title>
<updated>2017-07-05T07:31:44Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-05-26T19:11:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=211c4518903d82068c061943064824ac5595fd38'/>
<id>urn:sha1:211c4518903d82068c061943064824ac5595fd38</id>
<content type='text'>
Plus the addition of some convenience CRASH_* error macros.
Plus transient avoidance of the flood of warnings emitted by Clang when checking 'this' for NULL.
Plus explanation about the do-while(0) loop in some error macros.
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
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<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>A Whole New World (clang-format edition)</title>
<updated>2017-03-05T15:44:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T15:44:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5dbf1809c6e3e905b94b8764e99491e608122261'/>
<id>urn:sha1:5dbf1809c6e3e905b94b8764e99491e608122261</id>
<content type='text'>
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
</content>
</entry>
<entry>
<title>Merge remote-tracking branch 'origin/gles3' into gles3-on-master</title>
<updated>2017-01-02T20:52:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-02T20:38:20Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3f3f5a5359973e95e94148676a9793d6f52468f3'/>
<id>urn:sha1:3f3f5a5359973e95e94148676a9793d6f52468f3</id>
<content type='text'>
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-01T21:03:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c7bc44d5ad9aae4902280012f7654e2318cd910e'/>
<id>urn:sha1:c7bc44d5ad9aae4902280012f7654e2318cd910e</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
</content>
</entry>
<entry>
<title>2D Shaders are working again using the new syntax, though all is buggy in general</title>
<updated>2016-10-10T21:31:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-10-10T21:31:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1527cf8c0d17891dd0ebf99d484f83daa46eba3c'/>
<id>urn:sha1:1527cf8c0d17891dd0ebf99d484f83daa46eba3c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-03-08T23:00:52Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
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<id>urn:sha1:4a4f2479146aa33e235ed57cde311efda68d3c8f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Completed the support for plugins! It is not possible to add plugins.</title>
<updated>2016-02-28T02:12:27Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-02-28T02:10:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6fc1c3a4d1cf0c865f7dfdb1221ef07a5d25f305'/>
<id>urn:sha1:6fc1c3a4d1cf0c865f7dfdb1221ef07a5d25f305</id>
<content type='text'>
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
</content>
</entry>
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