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<title>godot.git/drivers/png/image_loader_png.cpp, 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/png/image_loader_png.cpp?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/drivers/png/image_loader_png.cpp?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>png: Split library to thirdparty dir and allow unbundling</title>
<updated>2016-10-30T13:51:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-09T21:36:17Z</published>
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<id>urn:sha1:575e986bde5052177d04c6778c0021264b234dbc</id>
<content type='text'>
Uses the new structure agreed upon in #6157, but the thirdparty/ folder
does not behave following a logic similar to that of modules/ yet.

The png driver can't be moved to a module as discussed in #6157, as it's
required by core together with a few other ImageLoader implementations
(see drivers/register_driver_types.cpp:register_core_driver_types())

Dropped the possibility to disable PNG support, it's a core component
of Godot.

(cherry picked from commit 5fef84a1358310304cb1114924525ec4df794b49)
</content>
</entry>
<entry>
<title>png: Do not output warnings as errors</title>
<updated>2016-06-23T06:23:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-23T06:23:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9bf3ee7acc144713d8e55d42f29ec0ea6fef7301'/>
<id>urn:sha1:9bf3ee7acc144713d8e55d42f29ec0ea6fef7301</id>
<content type='text'>
</content>
</entry>
<entry>
<title>libpng: New version 1.6.27</title>
<updated>2016-06-22T18:57:30Z</updated>
<author>
<name>J08nY</name>
</author>
<published>2016-06-22T17:33:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f0290e643be514d15f29382a5b07a3d3bbd182f2'/>
<id>urn:sha1:f0290e643be514d15f29382a5b07a3d3bbd182f2</id>
<content type='text'>
Warning: libpng 1.6 is strict about iCCp chunks being incorrect,
solution is to fix the profile. On *nix ImageMagicks "convert" works
on windows optiPNG.
</content>
</entry>
<entry>
<title>-Support the TRNS flag on libpng, fixes #3097</title>
<updated>2016-01-23T20:19:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-23T20:19:51Z</published>
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<id>urn:sha1:08e536dbe0ed12f7f1548c38f1cc19ccde19ea94</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>work in progress, resource previews</title>
<updated>2015-05-31T05:00:18Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-31T04:59:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d5348eebdc7228f7836582cd9bd4ed4f5fd59348'/>
<id>urn:sha1:d5348eebdc7228f7836582cd9bd4ed4f5fd59348</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fdaa2920eb21fff3320a17e9239e04dfadecdb00'/>
<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Bug Fixes</title>
<updated>2014-11-02T14:31:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-02T14:31:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d85b67be53bac252c0a28b799d56d1b359c4ee99'/>
<id>urn:sha1:d85b67be53bac252c0a28b799d56d1b359c4ee99</id>
<content type='text'>
-=-=-=-=-

-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
</content>
</entry>
<entry>
<title>GODOT IS OPEN SOURCE</title>
<updated>2014-02-10T01:10:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-10T01:10:30Z</published>
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<id>urn:sha1:0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac</id>
<content type='text'>
</content>
</entry>
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