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<title>godot.git/core/io/resource_format_xml.cpp, branch 1.1-rc3</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/io/resource_format_xml.cpp?h=1.1-rc3</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/io/resource_format_xml.cpp?h=1.1-rc3'/>
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<updated>2015-05-05T23:22:31Z</updated>
<entry>
<title>optional formal changes</title>
<updated>2015-05-05T23:22:31Z</updated>
<author>
<name>ehriche</name>
</author>
<published>2015-05-05T22:56:59Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=897a1aade5332753d9fda950d80495798cdc85b4'/>
<id>urn:sha1:897a1aade5332753d9fda950d80495798cdc85b4</id>
<content type='text'>
</content>
</entry>
<entry>
<title>solve invalid pointer, fixes #1793</title>
<updated>2015-05-04T03:55:21Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-04T03:55:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9b01f5954afbfa61169a7afd2c3d329e7a2882de'/>
<id>urn:sha1:9b01f5954afbfa61169a7afd2c3d329e7a2882de</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Make sure properties are exported the way they should in xml, fixes #1799</title>
<updated>2015-05-03T23:31:50Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-03T23:31:50Z</published>
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<id>urn:sha1:04fb3402c59d6d55435d4eb83eda23707b5ddf9a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Sort xml files, so order is constant</title>
<updated>2015-05-01T01:41:45Z</updated>
<author>
<name>est31</name>
</author>
<published>2015-05-01T00:53:41Z</published>
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<id>urn:sha1:b2b514367824263e2dc1e26b010b0df63fd3700a</id>
<content type='text'>
Makes xml format work better with version control systems.
</content>
</entry>
<entry>
<title>-fixed relative path saving to file, fixes #1694</title>
<updated>2015-04-18T19:33:31Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T19:33:31Z</published>
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<id>urn:sha1:a5cbfbbcbbc8bc2dabc7ab166c09d116861f3cfd</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fdaa2920eb21fff3320a17e9239e04dfadecdb00'/>
<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>support for 2D shadow casters</title>
<updated>2015-03-02T03:54:43Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-02T03:54:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a1f715a4da71fbc2b7d6fad68624bf8b22c6da17'/>
<id>urn:sha1:a1f715a4da71fbc2b7d6fad68624bf8b22c6da17</id>
<content type='text'>
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
</content>
</entry>
<entry>
<title>More Fixes</title>
<updated>2014-12-07T14:33:57Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-12-07T14:33:57Z</published>
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<id>urn:sha1:10b371516bfd88f354acde9a2b37cf854eb92780</id>
<content type='text'>
-=-=-=-=-=

-Bug in saving multinline text in xml fixed. #925
-typo in android export fixed. #930
</content>
</entry>
<entry>
<title>Fix CppCheck 'duplicateExpression' warning</title>
<updated>2014-11-07T05:26:41Z</updated>
<author>
<name>Boris Egorov</name>
</author>
<published>2014-11-07T05:26:41Z</published>
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<id>urn:sha1:1ce14e3321fe9e559d0c05401ec82806d5b493e4</id>
<content type='text'>
BTW, all three cases looks similar. It would be nice to refactor it
to avoid repeating code.
</content>
</entry>
<entry>
<title>Misc Fixes</title>
<updated>2014-06-28T02:21:45Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-28T02:21:45Z</published>
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<id>urn:sha1:2af2a84a03fd707cfa4c682aff34d722343d8985</id>
<content type='text'>
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
</content>
</entry>
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