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<title>godot.git/doc/base, 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/doc/base?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/doc/base?h=2.1.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-04-07T20:08:11Z</updated>
<entry>
<title>classref: Sync with current source</title>
<updated>2017-04-07T20:08:11Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T20:08:11Z</published>
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<id>urn:sha1:6f489fbb2ec3662acb27d537a83cd5a906fd1b86</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add priority to samples in a library</title>
<updated>2017-04-06T21:59:49Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-04-06T17:00:19Z</published>
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<id>urn:sha1:9f8f8efa6726a65dfafec37aa072d3598675ffc9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Update docs reference for TCP_Server::listen and UDPPacketPeer::listen</title>
<updated>2017-03-22T20:05:02Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-01-18T19:14:51Z</published>
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<id>urn:sha1:cab9ad76570760f170ae15026b57b2dcfe6431ff</id>
<content type='text'>
(cherry picked from commit e5e4e7b6a9be36bb9bf75da996c348ae2476010c)
</content>
</entry>
<entry>
<title>List Control::has_point as a virtual method</title>
<updated>2017-03-18T23:42:34Z</updated>
<author>
<name>CrazyGuy108</name>
</author>
<published>2017-03-13T23:30:40Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=10119f7b0411a78eb42b77d13cd0ddeeb4af593b'/>
<id>urn:sha1:10119f7b0411a78eb42b77d13cd0ddeeb4af593b</id>
<content type='text'>
According to Issue #8018, a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h.

classes.xml was updated to also list this method in Control.

(cherry picked from commit 9589936d6e59fe370297867548f65cb356172120)
</content>
</entry>
<entry>
<title>grammar fixes, it's -&gt; its</title>
<updated>2017-03-18T18:55:34Z</updated>
<author>
<name>Chris Bradfield</name>
</author>
<published>2017-01-30T07:01:34Z</published>
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<id>urn:sha1:c01c5fce5962ccbe9a1574ee12088e9c2f49fcd2</id>
<content type='text'>
(cherry picked from commit 10176228b2ea4c156b832b8dcf26eccf850e8c20)
</content>
</entry>
<entry>
<title>- Added `tab_selected` signal which has same behavior as `tab_changed`</title>
<updated>2017-03-05T09:26:53Z</updated>
<author>
<name>Thaer Razeq</name>
</author>
<published>2017-03-02T23:07:07Z</published>
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<id>urn:sha1:886f150b4a6603c5725dbbbd2739bdc1444d60fb</id>
<content type='text'>
lest breaking current API, though, it is noted in the documentation of TabContainer
class, of the upcoming Godot (v3.0+) changes in behavior, that is, `tab_selected` will be
emitted for selecting any tab, while `tab_changed` only if a tab changes.
- Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** In Godot v3.0+, only `tab_changed` can modify previous tab index.
- Add documentation for the added function and signals. Fix a typo too.
</content>
</entry>
<entry>
<title>classref: Sync with current source</title>
<updated>2017-01-21T13:06:17Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-21T13:06:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b65e55344014897f4e81ae4fe06ea4ee35285299'/>
<id>urn:sha1:b65e55344014897f4e81ae4fe06ea4ee35285299</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Exposing edit_resource method of EditorNode in the EditorPlugin (#7355)</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Bruno Ortiz</name>
</author>
<published>2017-01-02T12:37:22Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4f35fdd1e341ed60ebda7a8ed912fcbf2361f572'/>
<id>urn:sha1:4f35fdd1e341ed60ebda7a8ed912fcbf2361f572</id>
<content type='text'>
(cherry picked from commit 7e0d0d0bb912fbb774f5890792840a1a62485773)
</content>
</entry>
<entry>
<title>Add the 'finished' signal to AnimatedSprite</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Wilhem Barbier</name>
</author>
<published>2017-01-02T11:24:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0b6d4e92b549d60c1e319e663de3c0af16e27b37'/>
<id>urn:sha1:0b6d4e92b549d60c1e319e663de3c0af16e27b37</id>
<content type='text'>
(cherry picked from commit f6262fde11cac8b7d1a3d299042c1af6b321cf24)
</content>
</entry>
<entry>
<title>PopupMenu upgrade: Hide on item selection (#7306)</title>
<updated>2017-01-12T18:15:28Z</updated>
<author>
<name>Ivan P. Skodje</name>
</author>
<published>2016-12-23T14:43:45Z</published>
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<id>urn:sha1:0701e7c2d822691f2b716ecda5b009c4f5cf271f</id>
<content type='text'>
* Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item

* Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory

(cherry picked from commit da950cd0f27a4f1f2a2d596efae846d1c22442a2)
</content>
</entry>
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