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<title>godot.git/core/os, branch 2.1.3-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/os?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/os?h=2.1.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-04-07T22:45:24Z</updated>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e9b045d9e572ff7a211b604d6400f35003bae327'/>
<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement warped mouse panning for 2D &amp; 3D editors</title>
<updated>2017-03-22T20:18:47Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-03-22T20:18:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2c2c48ffb3bd381d09d1e0e4389a2b86255fe20f'/>
<id>urn:sha1:2c2c48ffb3bd381d09d1e0e4389a2b86255fe20f</id>
<content type='text'>
Enabled by default as in Blender, but can be disabled separately for 2D &amp; 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
</content>
</entry>
<entry>
<title>Input: bind parse_input_event()</title>
<updated>2017-03-19T07:33:07Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-19T07:31:34Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2f1a0448a7617f1bc9271db7cfe9a16579507bc5'/>
<id>urn:sha1:2f1a0448a7617f1bc9271db7cfe9a16579507bc5</id>
<content type='text'>
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.

This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f8db8a3faa30b71dca33ced38be16d3f93f43e8a'/>
<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<entry>
<title>Style: Various fixes to play nice with clang-format</title>
<updated>2017-03-18T22:13:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-15T21:15:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=16b78da9418abfa23273e4969b8be882c31e5bab'/>
<id>urn:sha1:16b78da9418abfa23273e4969b8be882c31e5bab</id>
<content type='text'>
(cherry picked from commit 2a0ddc1e89ec7b947152c8d0cb132d58f2c00a81)
</content>
</entry>
<entry>
<title>Style: Fix statements ending with ';;'</title>
<updated>2017-03-18T20:14:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-14T17:03:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=dbf013757658ad48bb61242ed69ad4145a946863'/>
<id>urn:sha1:dbf013757658ad48bb61242ed69ad4145a946863</id>
<content type='text'>
(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
</content>
</entry>
<entry>
<title>Core motion for Godot 2.x (based on PR 7127)</title>
<updated>2017-03-09T10:46:38Z</updated>
<author>
<name>BastiaanOlij</name>
</author>
<published>2017-03-09T10:46:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8436a34305018b55bbf9cc26087779e520fa9099'/>
<id>urn:sha1:8436a34305018b55bbf9cc26087779e520fa9099</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-WIP Exporter to Godot 3.0, only text scenes (no .scn) and still kind of buggy</title>
<updated>2017-02-13T02:13:14Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-02-13T01:52:02Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ebb7d2cdb7c5cd755f0b4b69db934df9cc15b1d6'/>
<id>urn:sha1:ebb7d2cdb7c5cd755f0b4b69db934df9cc15b1d6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
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<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>vsnc --&gt; vsync</title>
<updated>2016-11-15T07:34:43Z</updated>
<author>
<name>ISylvox</name>
</author>
<published>2016-11-08T14:06:57Z</published>
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<id>urn:sha1:0413d85adddfce0a0d8b6bac0c6c6428e0479df8</id>
<content type='text'>
(cherry picked from commit b5c383fd61d554fa02c3e231dd1f92145d90e04e)
</content>
</entry>
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