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<title>godot.git/core/variant_parser.h, 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/variant_parser.h?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/variant_parser.h?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>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>-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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<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>Add missing license headers in our source files (#5255)</title>
<updated>2016-06-18T12:46:12Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-18T12:46:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7fc04626af238bf9a80c4f3b569e1c5d70465c9'/>
<id>urn:sha1:a7fc04626af238bf9a80c4f3b569e1c5d70465c9</id>
<content type='text'>
Also removes a couple wrong Godot headers from third-party source files.</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bc2b1696e6bbe2cd50c65be81ee2bed71ea7cf9e'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b60a3e72028349493effe26811725d420c7e125b'/>
<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>
</feed>
