<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/drivers/windows/file_access_windows.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/windows/file_access_windows.cpp?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/drivers/windows/file_access_windows.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>Windows: Define _WIN32_WINRT to 0x0600 (Vista)</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-08T19:41:11Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d66740175eef6f67f2edb364533fa71eaad5ceb7'/>
<id>urn:sha1:d66740175eef6f67f2edb364533fa71eaad5ceb7</id>
<content type='text'>
Passed as a compiler define to be sure it is always define before windows.h
is loaded. This means that Godot officially requires Vista API or later, it will
not work on Windows XP or earlier.

Also fix a bogus check for Windows 7 API.

(cherry picked from commit 6323779596dea0db7f58afef7d3d3d5588ef20cb)
</content>
</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>
<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>-Add visible IO errors when closing a file fails due to it being locked (most likely on windows), closes #4760</title>
<updated>2016-06-13T13:10:50Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-13T13:10:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7f02627290cedf2d5ef6b45cddc6117c763cb15b'/>
<id>urn:sha1:7f02627290cedf2d5ef6b45cddc6117c763cb15b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Added a new mode, WRITE_READ to File, to recover compatibility with old projects but also achieve desired functionality. Closes #3272</title>
<updated>2016-01-10T18:15:04Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-10T18:15:04Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=52e53d45137eb5bc667db6323c79baebb1651b5b'/>
<id>urn:sha1:52e53d45137eb5bc667db6323c79baebb1651b5b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Change rb+ to wb+ on file access READ_WRITE to allow more use cases, closes #2278</title>
<updated>2016-01-02T15:03:33Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-02T15:03:33Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5769f8aaaed70fa28b92562255dd61c1c371acf5'/>
<id>urn:sha1:5769f8aaaed70fa28b92562255dd61c1c371acf5</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>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>Merge pull request #1438 from Spooner/fix_isometric_demo</title>
<updated>2015-03-22T17:59:58Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T17:59:58Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ca30c87019ee50ada2a51f33458465d8693e90ec'/>
<id>urn:sha1:ca30c87019ee50ada2a51f33458465d8693e90ec</id>
<content type='text'>
Fix isometric demo</content>
</entry>
<entry>
<title>Update file_access_windows.cpp for mingw cross-compile</title>
<updated>2015-03-15T14:43:13Z</updated>
<author>
<name>Matthew Hughes</name>
</author>
<published>2015-03-15T14:43:13Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1200689245aea59a1620145a3f85cc4bd76b561f'/>
<id>urn:sha1:1200689245aea59a1620145a3f85cc4bd76b561f</id>
<content type='text'>
Cross compiling on linux failed on this file. Changing case of the windows.h and shlwapi.h allows mingw to find these headers but setting WINVER 0x0500 is needed for the compiler to find ReplaceFileW</content>
</entry>
<entry>
<title>support for 2D shadow casters</title>
<updated>2015-03-02T03:54:43Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-02T03:54:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a1f715a4da71fbc2b7d6fad68624bf8b22c6da17'/>
<id>urn:sha1:a1f715a4da71fbc2b7d6fad68624bf8b22c6da17</id>
<content type='text'>
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
</content>
</entry>
</feed>
