<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/core/variant_call.cpp, branch 1.1-rc2</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/variant_call.cpp?h=1.1-rc2</id>
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<updated>2015-04-27T21:45:54Z</updated>
<entry>
<title>fixed ColorArray constructor when taking array as parameter</title>
<updated>2015-04-27T21:45:54Z</updated>
<author>
<name>romulox_x</name>
</author>
<published>2015-04-27T21:45:54Z</published>
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<id>urn:sha1:79c36ea5f72d32dc08c1144eb28dcb9e6202643d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>resolved some cases wehre built-in doc is not properlt generated, fixes #1719</title>
<updated>2015-04-22T03:25:13Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-22T03:25:13Z</published>
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<id>urn:sha1:66c71c21df55395adb8938dcd9c03fa3fae0043b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
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<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Concatenating arrays keeps the shared property if any of the arrays is shared. Fixes #1646</title>
<updated>2015-04-08T00:18:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-08T00:18:46Z</published>
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<id>urn:sha1:22997294fa87a1346ef4617b887953a356943354</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix for InputEvent::set_as_action</title>
<updated>2015-03-16T02:17:48Z</updated>
<author>
<name>Alex Bonfim</name>
</author>
<published>2015-03-16T02:17:48Z</published>
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<id>urn:sha1:2d4cad705728c0b9d531bf6088513830f6e08bcc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fix return value of slide and reflect</title>
<updated>2015-02-15T14:26:31Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-02-15T14:26:31Z</published>
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<id>urn:sha1:2d4cec0cb637e4af2d8954e6ed10336552a627e9</id>
<content type='text'>
closes #1311
</content>
</entry>
<entry>
<title>Fixes</title>
<updated>2014-12-20T18:30:06Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-12-20T18:30:06Z</published>
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<id>urn:sha1:a36a774897ae191ebb90ba803bac7f919e92bd6c</id>
<content type='text'>
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
</content>
</entry>
<entry>
<title>UDP Fixes</title>
<updated>2014-11-13T03:53:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-13T03:53:12Z</published>
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<id>urn:sha1:abbea4d945bbb1114570c3b6c7f649e01ca8ebb8</id>
<content type='text'>
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
</content>
</entry>
<entry>
<title>SceneMainLoop -&gt; SceneTree</title>
<updated>2014-11-06T00:20:42Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-06T00:20:42Z</published>
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<id>urn:sha1:0dbedd18fc62f700e92a4cf581e505d849bc47ad</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
</content>
</entry>
<entry>
<title>Huge Amount of BugFix</title>
<updated>2014-10-03T03:10:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-03T03:10:51Z</published>
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<id>urn:sha1:b24fe3dd206ce391ec4c5f68d32fc2259f275563</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear-&gt;SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB-&gt;Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
</content>
</entry>
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