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<title>godot.git/core/variant_parser.h, branch 2.0.2-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/variant_parser.h?h=2.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/variant_parser.h?h=2.0.2-stable'/>
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<updated>2016-01-08T22:03:17Z</updated>
<entry>
<title>-Use simpler methods for parsing simple tags, fixes #3274</title>
<updated>2016-01-08T22:03:17Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-08T22:00:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=176afb2feb7ed235bf9d7528ee3e8af092f12f90'/>
<id>urn:sha1:176afb2feb7ed235bf9d7528ee3e8af092f12f90</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-fix bugs related to parsing config files with new variantparser, closes #3248 closes #3207</title>
<updated>2016-01-07T12:07:18Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-07T12:04:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4e367a4b7b5daea2f6586ee4192d2e5b813d75d8'/>
<id>urn:sha1:4e367a4b7b5daea2f6586ee4192d2e5b813d75d8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>suport old-style engine.cfg colors in VariantParser, fixes #3176</title>
<updated>2015-12-31T17:30:50Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-31T17:30:50Z</published>
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<id>urn:sha1:bc2b1696e6bbe2cd50c65be81ee2bed71ea7cf9e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Changed var2str and str2var in GDScript to use VariantWriter and VariantParser</title>
<updated>2015-12-31T03:54:00Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-31T03:54:00Z</published>
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<id>urn:sha1:b60a3e72028349493effe26811725d420c7e125b</id>
<content type='text'>
-It is now finally possible to parse back a variant from text!
</content>
</entry>
<entry>
<title>-Ensure .tscn and .tres always save in a deterministic way, fixes #2495</title>
<updated>2015-12-31T03:31:00Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-31T03:31:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fd836cad270f7eb9645356cd583c8f11bf737b0f'/>
<id>urn:sha1:fd836cad270f7eb9645356cd583c8f11bf737b0f</id>
<content type='text'>
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed
-Created a VariantWriter helper to unify all variant to text writing
-Moved SceneFormatText writing to VariantWriter
-Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
</content>
</entry>
<entry>
<title>-Fixed bug with scene inheritance, should work again</title>
<updated>2015-11-28T23:56:14Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-11-28T23:56:14Z</published>
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<id>urn:sha1:7aa39b7cae364347cf379bb8f216adf0a79f37c7</id>
<content type='text'>
-Proper .tscn and .tres parsing, should work, please test well!
</content>
</entry>
<entry>
<title>-work in progress resourceparser and .tscn parser. Still non-functional</title>
<updated>2015-11-24T13:42:05Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-11-24T13:42:05Z</published>
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<id>urn:sha1:ccd40f76e8975b679619eb3591eb56376e82a6b3</id>
<content type='text'>
-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
</content>
</entry>
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