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<title>godot.git/drivers/gles2, 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/drivers/gles2?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/drivers/gles2?h=2.1.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-01-12T18:15:30Z</updated>
<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>Fix uniforms with the same name shadowing others</title>
<updated>2017-01-10T16:05:31Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-01-10T16:05:09Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8589a1b117458fbf834015044bf01ff326897cc6'/>
<id>urn:sha1:8589a1b117458fbf834015044bf01ff326897cc6</id>
<content type='text'>
Follow-up of #7344
</content>
</entry>
<entry>
<title>Fix error when fragment and lighting code share an uniform</title>
<updated>2016-12-21T01:24:47Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-12-21T01:24:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=490f51a20299f0084684a3b004128dc34e6b20ce'/>
<id>urn:sha1:490f51a20299f0084684a3b004128dc34e6b20ce</id>
<content type='text'>
</content>
</entry>
<entry>
<title>style: Various other PEP8 fixes in Python files</title>
<updated>2016-11-02T21:30:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:30:34Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=eaf803f71e19b1e1bf8fb4c8c36cf77d1ac064b3'/>
<id>urn:sha1:eaf803f71e19b1e1bf8fb4c8c36cf77d1ac064b3</id>
<content type='text'>
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
</content>
</entry>
<entry>
<title>style: Start applying PEP8 to Python files, indentation issues</title>
<updated>2016-11-02T21:26:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:26:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=561c1f17a12a42b8263ce7dd40d90e1e9633c1de'/>
<id>urn:sha1:561c1f17a12a42b8263ce7dd40d90e1e9633c1de</id>
<content type='text'>
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
</content>
</entry>
<entry>
<title>SCsub: Add python shebang as a hint for syntax highlighting</title>
<updated>2016-10-30T13:51:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-17T06:50:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5a49e45d213d57f82892c04b94497b37e9fa6229'/>
<id>urn:sha1:5a49e45d213d57f82892c04b94497b37e9fa6229</id>
<content type='text'>
Also switch existing shebangs to "better" /usr/bin/env python.

(cherry picked from commit fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163)
</content>
</entry>
<entry>
<title>drivers: Refactor SCsub and drop redundant env_drivers clone</title>
<updated>2016-10-30T13:51:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-15T10:39:28Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=aa1367595e6fc296fc42c95dfbf23f70de5528c2'/>
<id>urn:sha1:aa1367595e6fc296fc42c95dfbf23f70de5528c2</id>
<content type='text'>
The reordering of the SConscript includes allows to ensure that
stuff like the builtin zlib headers will be available for libpng.

Also moved glew back into global env, otherwise windows seems
not to find it... Kind of shooting in the dark with this multi-env
setup.

(cherry picked from commit 248bc9159c0b515e3e276db644744161283881ef)
</content>
</entry>
<entry>
<title>Limit directional shadow draw distance, fixes #559, optimization (#1991)</title>
<updated>2016-10-09T15:33:20Z</updated>
<author>
<name>mookiexl</name>
</author>
<published>2016-10-03T10:28:32Z</published>
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<id>urn:sha1:f63b338e0fbc1aa505a3c72a93c48611425ab0c1</id>
<content type='text'>
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
(cherry picked from commit 0b12ebba1143888ee76302c33bbf67508717f42f)
</content>
</entry>
<entry>
<title>Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty</title>
<updated>2016-10-09T15:22:01Z</updated>
<author>
<name>Błażej Szczygieł</name>
</author>
<published>2016-09-25T11:09:21Z</published>
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<id>urn:sha1:a827734e033ccc9114c03d16813bd2e88186dcf1</id>
<content type='text'>
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).

(cherry picked from commit 7b8fe97888dc1d9586d443498281df532ec1db3a)
</content>
</entry>
<entry>
<title>Don't crach when OpenGL version is unsupported</title>
<updated>2016-10-09T15:21:48Z</updated>
<author>
<name>Błażej Szczygieł</name>
</author>
<published>2016-09-25T11:06:12Z</published>
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<id>urn:sha1:f4f58551684ed829d4e2ae07bc1b2706ab846a33</id>
<content type='text'>
(cherry picked from commit ca3b8deb7860eb54c2b5ef44eb686799a688febc)
</content>
</entry>
</feed>
