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<title>godot.git/doc, branch 2.1.2-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/doc?h=2.1.2-stable</id>
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<updated>2017-01-21T13:06:17Z</updated>
<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>
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<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>
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(cherry picked from commit 7e0d0d0bb912fbb774f5890792840a1a62485773)
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<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>
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(cherry picked from commit f6262fde11cac8b7d1a3d299042c1af6b321cf24)
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</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>
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<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
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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>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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* 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>
<entry>
<title>doc improvement for get_colliding_bodies() methods</title>
<updated>2017-01-12T18:15:27Z</updated>
<author>
<name>Jerome67000</name>
</author>
<published>2016-12-17T16:18:33Z</published>
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(cherry picked from commit 3cd5c86b1a01aeb1f6808175f1914cf39367defe)
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<entry>
<title>Correct description for the return values from get_status. (#7137)</title>
<updated>2017-01-12T18:15:26Z</updated>
<author>
<name>romeojulietthotel</name>
</author>
<published>2016-11-21T10:55:57Z</published>
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<content type='text'>
(cherry picked from commit f8d523b68b3f3d82f844caaa6f0e246b11efb66b)
</content>
</entry>
<entry>
<title>Add Array.front() and Array.back()</title>
<updated>2017-01-12T18:15:26Z</updated>
<author>
<name>Kazuo256</name>
</author>
<published>2016-11-18T20:30:16Z</published>
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<id>urn:sha1:b56c00cc56c1bfbe602619ea11975dde7e44bf35</id>
<content type='text'>
(cherry picked from commit bf4fda64fd403d589278919cff01c3207164207e)
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</entry>
<entry>
<title>Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd set_global_scale get_global_scale methods.</title>
<updated>2017-01-10T16:15:28Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2016-08-15T09:39:19Z</published>
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<id>urn:sha1:39ce4a49fa52572947a677b6e3afad6ba094e60b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>classref: Sync with current code</title>
<updated>2017-01-08T11:36:38Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-08T11:36:38Z</published>
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