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<title>godot.git/core/os, branch 2.1.4-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=2.1.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/os?h=2.1.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:11:45Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:11:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9d598833d2e284b57458ade9d27b9433588339ef'/>
<id>urn:sha1:9d598833d2e284b57458ade9d27b9433588339ef</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix cvs files freezing the editor when a double quote is not closed</title>
<updated>2017-07-26T01:00:47Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-07-26T01:00:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a3a01332b869cb1b52504a7d29d982f906be8c4f'/>
<id>urn:sha1:a3a01332b869cb1b52504a7d29d982f906be8c4f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Move core thirdparty files to thirdparty/{minizip,misc}</title>
<updated>2017-05-26T21:29:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-28T16:29:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8312d421c6805d4bd25ce4f2937515cdfa43cb5d'/>
<id>urn:sha1:8312d421c6805d4bd25ce4f2937515cdfa43cb5d</id>
<content type='text'>
(cherry picked from commit 2398eb6ed4832fd7b8eec778981cbd974b89634f)
</content>
</entry>
<entry>
<title>Implemented scrolling factor for smooth trackpad scrolling</title>
<updated>2017-05-14T22:44:00Z</updated>
<author>
<name>Sean Bohan</name>
</author>
<published>2017-05-13T04:02:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ee670f3724bd388fe7a805d4a5b0e0ed058603a9'/>
<id>urn:sha1:ee670f3724bd388fe7a805d4a5b0e0ed058603a9</id>
<content type='text'>
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.

Ported from 304a1f5b5a3ce6975952f5cd22d688a246367790 (#7864).
Fixes #492 and #3913.
</content>
</entry>
<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>
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