<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/core/math, branch 3.0.3-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=3.0.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/math?h=3.0.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-06-01T16:08:29Z</updated>
<entry>
<title>Vector3::round, Vector2::round &amp; Vector2::ceil methods were added.</title>
<updated>2018-06-01T16:08:29Z</updated>
<author>
<name>Alexander Alekseev</name>
</author>
<published>2018-05-04T07:24:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8231b3cef8b3551ff17e8432a7fc84cc01e0fe18'/>
<id>urn:sha1:8231b3cef8b3551ff17e8432a7fc84cc01e0fe18</id>
<content type='text'>
Now both structs (Vector2 &amp; Vector3) have round, floor &amp; ceil methods.
(see #18603)

(cherry picked from commit 26963473a9d832f18e05db074577511d2477a42a)
</content>
</entry>
<entry>
<title>Resolves Inccorect Quaternion Conversion</title>
<updated>2018-04-28T18:29:40Z</updated>
<author>
<name>Crazy-P</name>
</author>
<published>2018-04-09T06:48:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e5a17617e637b8cb583043feb5b62afdf67bf599'/>
<id>urn:sha1:e5a17617e637b8cb583043feb5b62afdf67bf599</id>
<content type='text'>
Fixes https://github.com/godotengine/godot/issues/18025

(cherry picked from commit ae7a9df292c36dbc15d43b43017cd42efe5707c4)
</content>
</entry>
<entry>
<title>Fix for clang warning at distance_to</title>
<updated>2018-03-28T22:15:24Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2018-03-22T16:26:04Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=814b610ed3884d7879b60aadd09d66b3e3102357'/>
<id>urn:sha1:814b610ed3884d7879b60aadd09d66b3e3102357</id>
<content type='text'>
(cherry picked from commit bbd21c22030c85d098fa79ee69f78803a86c15ba)
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a0e59a7259990a8c55ddfaec5eb5481373172a5a'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=459ee51338ff9ffb8248a4351eee3b558438aa50'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=14772d22136ac87e2bbf2b94639f79242330ae0a'/>
<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>
</feed>
