<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/doc, 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?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/doc?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>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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6f489fbb2ec3662acb27d537a83cd5a906fd1b86'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9f8f8efa6726a65dfafec37aa072d3598675ffc9'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=cab9ad76570760f170ae15026b57b2dcfe6431ff'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c01c5fce5962ccbe9a1574ee12088e9c2f49fcd2'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=886f150b4a6603c5725dbbbd2739bdc1444d60fb'/>
<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>
</feed>
