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<title>godot.git/core/script_language.h, branch fix/use-bin-name</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/script_language.h?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/script_language.h?h=fix%2Fuse-bin-name'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-09-30T14:19:07Z</updated>
<entry>
<title>Renamed fixed_process to physics_process</title>
<updated>2017-09-30T14:19:07Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2017-09-30T14:19:07Z</published>
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<id>urn:sha1:4537977d6dd2a76580d9ab611a18634efab55c74</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixes language overridden external editors</title>
<updated>2017-09-03T19:23:36Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2017-09-03T19:23:36Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
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<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Code completion for enumerations</title>
<updated>2017-08-24T03:06:56Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-08-24T03:06:56Z</published>
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<id>urn:sha1:36e0a72c77348d4a1f2195937dff8dba88f7e044</id>
<content type='text'>
-Disabled GDNative and GDNativeScript so build compiles again
</content>
</entry>
<entry>
<title>Script languges are uninitialized properly now.</title>
<updated>2017-07-22T19:11:56Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-07-22T19:11:04Z</published>
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<id>urn:sha1:0ad1a8f3d00f1927765f7ad687a470f96373729a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added a simpler/faster way to bind script languages instance wrappers to Godot</title>
<updated>2017-07-16T15:40:23Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-07-16T15:39:23Z</published>
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<id>urn:sha1:4366b7c8b0bf452236cdfd034d3a0e5d851576b9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add ability to use custom script templates.</title>
<updated>2017-06-13T20:03:08Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-06-13T20:03:08Z</published>
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<id>urn:sha1:8361b1ce07266350ef6b6a2d34411030b7e587b2</id>
<content type='text'>
Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.

Ideas for further improvements:

- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
</content>
</entry>
<entry>
<title>Merge pull request #8420 from magyar123/pr-script-files-as-base</title>
<updated>2017-04-24T09:28:36Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-24T09:28:36Z</published>
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<id>urn:sha1:68870af2142ebe4fba181256b2cb4f79c7d33548</id>
<content type='text'>
Added the ability to select files as base when creating scripts</content>
</entry>
<entry>
<title>External editor improvements and fixes</title>
<updated>2017-04-16T23:51:30Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2017-04-15T17:48:10Z</published>
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<id>urn:sha1:4b8568006d1f83d518d98ef3c7354b7c25de46cc</id>
<content type='text'>
Notable changes:

- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.

Fixes:

- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
</content>
</entry>
<entry>
<title>Added the ability to select files as base when creating scripts</title>
<updated>2017-04-15T21:29:09Z</updated>
<author>
<name>mbalint12</name>
</author>
<published>2017-04-15T15:35:06Z</published>
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<content type='text'>
</content>
</entry>
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