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<title>godot.git/core/vector.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/vector.h?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/vector.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>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 'from' argument to Array.find()</title>
<updated>2016-06-10T18:43:07Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-06-10T17:57:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=269d5704202d29d1f367abfb2df44fa19997fd18'/>
<id>urn:sha1:269d5704202d29d1f367abfb2df44fa19997fd18</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use non-templated nearest_power_of_2</title>
<updated>2016-04-11T06:49:44Z</updated>
<author>
<name>punto-</name>
</author>
<published>2016-04-11T06:34:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e8a0b2462b11528838ad5890f2146a84a9e70f93'/>
<id>urn:sha1:e8a0b2462b11528838ad5890f2146a84a9e70f93</id>
<content type='text'>
Works around #4262 and likely #4190.

(cherry picked from commit 3a390e9b44cb196aa4b4843dd8b3a7875bbc3a3f)
</content>
</entry>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-03-08T23:00:52Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4a4f2479146aa33e235ed57cde311efda68d3c8f'/>
<id>urn:sha1:4a4f2479146aa33e235ed57cde311efda68d3c8f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix allocation bug if compiled with modern clang or gcc</title>
<updated>2016-02-19T06:58:42Z</updated>
<author>
<name>est31</name>
</author>
<published>2016-02-19T06:13:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fb1e52f4d8bbf03e59a810950c3d39c0f4f1d38c'/>
<id>urn:sha1:fb1e52f4d8bbf03e59a810950c3d39c0f4f1d38c</id>
<content type='text'>
* Add overflow checked intrinsic abstractions that check on overflow.
* Use them for memory allocation code.
* Use size_t type for memory allocation code to support full platform dependent width.

Fixes #3756.
</content>
</entry>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Vector&lt;&gt;::_ptr is now typed and points to the beginning of array rather than reference count block</title>
<updated>2015-12-04T04:58:56Z</updated>
<author>
<name>koalefant</name>
</author>
<published>2015-12-04T04:43:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c7b730c655583e83cd08cb429acebac79df639b8'/>
<id>urn:sha1:c7b730c655583e83cd08cb429acebac79df639b8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Several performance improvements, mainly in loading and instancing scenes and resources.</title>
<updated>2015-06-29T03:29:49Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-06-29T03:29:49Z</published>
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<id>urn:sha1:95047562d743b1c1fdc007432c8a0c145a455c5d</id>
<content type='text'>
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
</content>
</entry>
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