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<title>godot.git/core/math, branch 3.0.2-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?h=3.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/math?h=3.0.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-03-01T19:18:08Z</updated>
<entry>
<title>Allow degenerate triangles in polygon triangulation when necessary.</title>
<updated>2018-03-01T19:18:08Z</updated>
<author>
<name>Nicolas Silva</name>
</author>
<published>2018-03-01T03:46:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9c27e4d88586287bca6292655e9800112f434ecd'/>
<id>urn:sha1:9c27e4d88586287bca6292655e9800112f434ecd</id>
<content type='text'>
(cherry picked from commit e73266a51cdcd63a394848d433f854c1c4e29198)
</content>
</entry>
<entry>
<title>Fix polygon triangulation failure.</title>
<updated>2018-02-19T21:13:46Z</updated>
<author>
<name>Nicolas Silva</name>
</author>
<published>2018-02-05T15:01:24Z</published>
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<id>urn:sha1:a0e59a7259990a8c55ddfaec5eb5481373172a5a</id>
<content type='text'>
The ear clipping algorithm used to triangulate polygons has a slightly too conservative point-in-triangle test which can, in some configurations prevent it from finding a possible tessellation. Relaxing the test by considering that points exactly on edges don't belong the triangle fixes the issue. Changing the semantic of the test is safe because no other code makes use of it. A more detailed explanation can be found in issue #16395.

Fixes #16395.

(cherry picked from commit 91215e191992f3cbbbf4fe047b000ac5a403085c)
</content>
</entry>
<entry>
<title>Fix typos in code and docs with codespell</title>
<updated>2018-01-18T21:01:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-18T20:37:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9f479f096cb50fa8d1215e68c262f110116114ef'/>
<id>urn:sha1:9f479f096cb50fa8d1215e68c262f110116114ef</id>
<content type='text'>
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e4213e66b2dd8f5a87d8cf5015ac83ba3143279d'/>
<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
</content>
</entry>
<entry>
<title>Merge pull request #15093 from poke1024/canvas-editor-select</title>
<updated>2018-01-03T10:15:28Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-03T10:15:28Z</published>
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<id>urn:sha1:459ee51338ff9ffb8248a4351eee3b558438aa50</id>
<content type='text'>
More exact picking for canvas editor</content>
</entry>
<entry>
<title>Merge pull request #15083 from tagcup/spatial_rot_fix</title>
<updated>2018-01-02T18:02:19Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-01-02T18:02:19Z</published>
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<id>urn:sha1:14772d22136ac87e2bbf2b94639f79242330ae0a</id>
<content type='text'>
Restore the behavior of Spatial rotations recently changed in c1153f5.</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b50a9114b105dafafdda8248a38653bca314a6f3'/>
<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Merge pull request #15091 from poke1024/fix-rect2-distance-to</title>
<updated>2018-01-01T11:37:46Z</updated>
<author>
<name>Noshyaar</name>
</author>
<published>2018-01-01T11:37:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8dcc28254c9695e9e13b3a1f4d7b2b3e97363dc3'/>
<id>urn:sha1:8dcc28254c9695e9e13b3a1f4d7b2b3e97363dc3</id>
<content type='text'>
Fix Rect2::distance_to() not returning 0</content>
</entry>
<entry>
<title>Restore the behavior of Spatial rotations recently changed in c1153f5.</title>
<updated>2017-12-27T21:40:49Z</updated>
<author>
<name>tagcup</name>
</author>
<published>2017-12-27T00:15:20Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e9896b17a9804ba6392dab0bd6c484f4d2e294c1'/>
<id>urn:sha1:e9896b17a9804ba6392dab0bd6c484f4d2e294c1</id>
<content type='text'>
That change was borne out of a confusion regarding the meaning of "local" in #14569.

Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.

To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.

This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.

This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
</content>
</entry>
<entry>
<title>More exact picking for canvas editor</title>
<updated>2017-12-27T19:24:58Z</updated>
<author>
<name>Bernhard Liebl</name>
</author>
<published>2017-12-27T08:28:02Z</published>
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<id>urn:sha1:8505871a87b59b27acc0912a6dd815231c3b78b1</id>
<content type='text'>
</content>
</entry>
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