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<title>godot.git/core/math/quat.h, branch 3.0-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/math/quat.h?h=3.0-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/math/quat.h?h=3.0-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-01-01T13:40:47Z</updated>
<entry>
<title>Update copyright statements to 2018</title>
<updated>2018-01-01T13:40:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-01T13:40:08Z</published>
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<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</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>
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<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use YXZ convention for Euler angles.</title>
<updated>2017-08-09T13:05:37Z</updated>
<author>
<name>Ferenc Arn</name>
</author>
<published>2017-08-09T02:55:52Z</published>
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<id>urn:sha1:53c23b02226968d27e6caadcb801343697ac4fe9</id>
<content type='text'>
As discussed in issues #1479 and #9782, choosing the up axis (which is Y in Godot) as the axis of the last (or first) rotation is helpful in practical use cases.
This also aligns Godot's convention with Unity, helping with a smoother transition for people who are used to working with Unity (issue #9905).

Internally, both XYZ and YXZ functions are kept, for potential future applications.
</content>
</entry>
<entry>
<title>Merge pull request #8277 from tagcup/math_checks</title>
<updated>2017-04-24T09:16:20Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-24T09:16:20Z</published>
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<id>urn:sha1:5ae1e172da08a63b14635f5d06e32385901525e2</id>
<content type='text'>
Added various functions basic math classes. Also enabled math checks …</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=df61dc4b2bd54a5a40c515493c76f5a458e5b541'/>
<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added various functions basic math classes. Also enabled math checks only for debug builds.</title>
<updated>2017-04-06T18:03:56Z</updated>
<author>
<name>Ferenc Arn</name>
</author>
<published>2017-04-05T22:47:13Z</published>
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<id>urn:sha1:9a37ff1e34fe445a9168a7d91ae1df7d9928eb25</id>
<content type='text'>
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
</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>
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<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>Revert "Make nan==nan true for GDScript"</title>
<updated>2017-02-14T20:05:16Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-02-14T20:05:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=04a6d2789e65c41b616380fcb89d66c183918eaa'/>
<id>urn:sha1:04a6d2789e65c41b616380fcb89d66c183918eaa</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Make nan==nan true for GDScript</title>
<updated>2017-02-14T12:32:23Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-02-14T03:10:02Z</published>
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<id>urn:sha1:adcc211feb7827127b2548c791f2de0b6efda3d3</id>
<content type='text'>
After discussing this with Reduz this seemed like the best way to
fix #7354. This will make composite values that contain NaN in the same
places as well as the same other values compare as the same.

Additionally non-composite values now also compare equal if they are
both NaN. This breaks IEEE specifications but this is probably what most
users expect. There is a GDScript function check for NaN if the user
needs this information.

This fixes #7354 and probably also fixes #6947
</content>
</entry>
<entry>
<title>Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.</title>
<updated>2017-01-16T19:36:33Z</updated>
<author>
<name>Ferenc Arn</name>
</author>
<published>2017-01-14T20:35:39Z</published>
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<id>urn:sha1:6f4f9aa6ded6da027c84cc466c767334dc3d3362</id>
<content type='text'>
Also inlined some more math functions.
</content>
</entry>
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