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<title>godot.git/core/math, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
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<updated>2018-06-25T13:58:04Z</updated>
<entry>
<title>Merge pull request #19193 from tagcup/quat_norm</title>
<updated>2018-06-25T13:58:04Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-06-25T13:58:04Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ad4666f8e0c4a110f0cc07e0555b0808916a4cf4'/>
<id>urn:sha1:ad4666f8e0c4a110f0cc07e0555b0808916a4cf4</id>
<content type='text'>
Fixed Basis -&gt; Quat conversions, added a few safety checks.</content>
</entry>
<entry>
<title>Added auto triangle generation in blend space, using Delaunay.</title>
<updated>2018-06-22T01:48:47Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-06-22T01:48:47Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Polished 3D selection</title>
<updated>2018-06-13T15:52:37Z</updated>
<author>
<name>JFonS</name>
</author>
<published>2018-05-06T18:49:22Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Added functions to get trimesh info</title>
<updated>2018-06-07T13:46:17Z</updated>
<author>
<name>Andrea Catania</name>
</author>
<published>2018-06-07T13:46:17Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Style: Apply clang-format (5.0) to some missed files</title>
<updated>2018-05-31T07:00:37Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-05-31T06:58:37Z</published>
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<id>urn:sha1:43b7ebf0a0478d7b04620b03920fd82041afb588</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixed Basis -&gt; Quat conversions, added a few safety checks.</title>
<updated>2018-05-27T18:15:47Z</updated>
<author>
<name>tagcup</name>
</author>
<published>2018-05-27T03:14:05Z</published>
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<id>urn:sha1:9d41161596167984efdb02639d0857da8979b01b</id>
<content type='text'>
Fixes #19027.
</content>
</entry>
<entry>
<title>Add SLERP to Vector{2,3}, optimize Quat's Vector3 rotation.</title>
<updated>2018-05-12T17:05:04Z</updated>
<author>
<name>tagcup</name>
</author>
<published>2018-05-12T00:14:39Z</published>
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<id>urn:sha1:ed7aadcd87a64cde70febc8ee313860e8c67dcaf</id>
<content type='text'>
Also even out Basis and Quat APIs a little.
</content>
</entry>
<entry>
<title>Merge pull request #15943 from poke1024/geometry-line-line</title>
<updated>2018-05-07T20:54:33Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-05-07T20:54:33Z</published>
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<id>urn:sha1:69a96ff4a627fabea2bc40ed27b973f202c44825</id>
<content type='text'>
Add Geometry::line_intersects_line_2d()</content>
</entry>
<entry>
<title>Vector3::round, Vector2::round &amp; Vector2::ceil methods were added.</title>
<updated>2018-05-04T09:43:50Z</updated>
<author>
<name>Alexander Alekseev</name>
</author>
<published>2018-05-04T07:24:48Z</published>
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<id>urn:sha1:26963473a9d832f18e05db074577511d2477a42a</id>
<content type='text'>
Now both structs (Vector2 &amp; Vector3) have round, floor &amp; ceil methods.
(see #18603)
</content>
</entry>
<entry>
<title>Fix Coverity reports of uninitialized scalar variable</title>
<updated>2018-04-19T13:20:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-04-19T11:04:41Z</published>
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<id>urn:sha1:bf7ca623a65f25cc4ac7a3ca0d6635331ec07c25</id>
<content type='text'>
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
</content>
</entry>
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