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<title>godot.git/demos/3d/platformer, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/demos/3d/platformer?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/demos/3d/platformer?h=mirror'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-06-03T13:30:38Z</updated>
<entry>
<title>Removed demos</title>
<updated>2016-06-03T13:30:38Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-03T13:30:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c7d45ec085086ab86192a7890b9622320d57b89d'/>
<id>urn:sha1:c7d45ec085086ab86192a7890b9622320d57b89d</id>
<content type='text'>
they go to their own project now
</content>
</entry>
<entry>
<title>make animation work again in P3d demo, fixes #3151</title>
<updated>2016-01-10T20:59:24Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-10T20:59:24Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0c9a2244d722bd463b9ef0c430ee0cff0bb30cb9'/>
<id>urn:sha1:0c9a2244d722bd463b9ef0c430ee0cff0bb30cb9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove systematic "Init(i)alization here" from _ready()</title>
<updated>2015-12-09T07:39:12Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-11-21T15:21:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6cfc3eec9726c02ab8079ff5e8b5d69be2c87ed3'/>
<id>urn:sha1:6cfc3eec9726c02ab8079ff5e8b5d69be2c87ed3</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use upper-cased first letter at the start of comment sentences</title>
<updated>2015-12-09T07:39:12Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-11-21T12:31:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8c4f19e79d3e8ac8bc8c283073dce5ccfbf222b5'/>
<id>urn:sha1:8c4f19e79d3e8ac8bc8c283073dce5ccfbf222b5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Improve code formatting and update to 2.0</title>
<updated>2015-12-09T07:38:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-12-09T07:38:23Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8639cecf4cedd56452b47503be19c44b304cd02f'/>
<id>urn:sha1:8639cecf4cedd56452b47503be19c44b304cd02f</id>
<content type='text'>
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
</content>
</entry>
<entry>
<title>Merge pull request #2402 from ERIIX/master</title>
<updated>2015-10-17T13:43:17Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-10-17T13:43:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b411f8f732db71c5e259a19a3bbd7723d9ab6d54'/>
<id>urn:sha1:b411f8f732db71c5e259a19a3bbd7723d9ab6d54</id>
<content type='text'>
Properly free enemies after death in 3d platformer demo.</content>
</entry>
<entry>
<title>Ability to visually debug geometry visually:</title>
<updated>2015-09-20T16:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-20T16:03:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=83d9a692be648668b5b363f2424c619e15639843'/>
<id>urn:sha1:83d9a692be648668b5b363f2424c619e15639843</id>
<content type='text'>
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
</content>
</entry>
<entry>
<title>Properly free enemies after death in 3d platformer demo.</title>
<updated>2015-08-28T18:15:31Z</updated>
<author>
<name>Eric R. Monson</name>
</author>
<published>2015-08-28T18:15:31Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f0119c2e3c0ddb19cef1fdf6cfebb6697dabd14d'/>
<id>urn:sha1:f0119c2e3c0ddb19cef1fdf6cfebb6697dabd14d</id>
<content type='text'>
Previously, they stuck around as invisible physics objects. This fix is much
cleaner than my previous attempts, as it uses the ability to call a function
from an animation as is done in the 2d platformer demo.
</content>
</entry>
<entry>
<title>fixs particles on 3d platformer demo, closes #1588</title>
<updated>2015-05-12T00:39:42Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-12T00:39:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=17ccd8d9b7c82ee4e3448c4923f9c1c8da4be1be'/>
<id>urn:sha1:17ccd8d9b7c82ee4e3448c4923f9c1c8da4be1be</id>
<content type='text'>
</content>
</entry>
<entry>
<title>add_missing_textures_to_particles</title>
<updated>2015-05-07T16:29:38Z</updated>
<author>
<name>yg2f</name>
</author>
<published>2015-05-07T16:29:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=32c0a962491fd6d4125688b03b33efda20f5600d'/>
<id>urn:sha1:32c0a962491fd6d4125688b03b33efda20f5600d</id>
<content type='text'>
</content>
</entry>
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