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<title>godot.git/core/image.cpp, branch 1.0-rc2</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/image.cpp?h=1.0-rc2</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/image.cpp?h=1.0-rc2'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2014-11-13T03:53:12Z</updated>
<entry>
<title>UDP Fixes</title>
<updated>2014-11-13T03:53:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-13T03:53:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=abbea4d945bbb1114570c3b6c7f649e01ca8ebb8'/>
<id>urn:sha1:abbea4d945bbb1114570c3b6c7f649e01ca8ebb8</id>
<content type='text'>
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
</content>
</entry>
<entry>
<title>missing fils from yesterday comit.</title>
<updated>2014-10-03T11:58:41Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-03T11:58:41Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=af4a97bef9bfb06e2737ad709dde157688a94daf'/>
<id>urn:sha1:af4a97bef9bfb06e2737ad709dde157688a94daf</id>
<content type='text'>
must have made some mistake with git,
not sure why they were not sent..
</content>
</entry>
<entry>
<title>FineTune HDR and Other Stuff</title>
<updated>2014-06-17T14:58:35Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-17T14:58:35Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ddc0e7fd3bc00afa33432ed594038dbb80c7fea3'/>
<id>urn:sha1:ddc0e7fd3bc00afa33432ed594038dbb80c7fea3</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-

-More parameters to ESM shadows
-LightMap Octree now can bake to "hdr" (use HDR8 for now)
-New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
</content>
</entry>
<entry>
<title>More 3D Work</title>
<updated>2014-06-16T13:22:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-16T13:22:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=703004f830f39adcde9b9565f1aa49d1b10e8d27'/>
<id>urn:sha1:703004f830f39adcde9b9565f1aa49d1b10e8d27</id>
<content type='text'>
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
</content>
</entry>
<entry>
<title>Light Baker!</title>
<updated>2014-06-11T13:41:03Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-11T13:41:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9b8696d3dd92e2ed6f310ad0f0bf3c2182c9c6ae'/>
<id>urn:sha1:9b8696d3dd92e2ed6f310ad0f0bf3c2182c9c6ae</id>
<content type='text'>
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
</content>
</entry>
<entry>
<title>Making Godot Easier to Use..</title>
<updated>2014-05-24T04:35:47Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-24T04:35:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1cad087969efefa401a11051343cd0689f660770'/>
<id>urn:sha1:1cad087969efefa401a11051343cd0689f660770</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
</content>
</entry>
<entry>
<title>-Added ATITC texture support</title>
<updated>2014-02-26T13:08:17Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-26T13:08:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ed6d9463d264d0983f75c2dc93191c8526e9115b'/>
<id>urn:sha1:ed6d9463d264d0983f75c2dc93191c8526e9115b</id>
<content type='text'>
-Fixed bug of some tabs showing wrong names
-Exported properties for viewport
</content>
</entry>
<entry>
<title>GODOT IS OPEN SOURCE</title>
<updated>2014-02-10T01:10:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-10T01:10:30Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac'/>
<id>urn:sha1:0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac</id>
<content type='text'>
</content>
</entry>
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