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<title>godot.git/drivers/windows, branch 3.0.2-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?h=3.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/drivers/windows?h=3.0.2-stable'/>
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<updated>2018-02-24T16:37:07Z</updated>
<entry>
<title>Fix Windows file case changing</title>
<updated>2018-02-24T16:37:07Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-02-24T16:34:10Z</published>
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<id>urn:sha1:d69d58deeaa523c6c38958b3956423ae8f814909</id>
<content type='text'>
Windows APIs don't really provide a way to change a filename case. This
implements a little juggling to make this work. We first create a
guaranteed unique temporary file, we then replace the original file with
the temporary file and we finally rename it to the desired filename
case.
</content>
</entry>
<entry>
<title>fix buffer write performance on Windows and Unix</title>
<updated>2018-02-19T21:13:45Z</updated>
<author>
<name>Marcin Zawiejski</name>
</author>
<published>2018-02-04T12:23:23Z</published>
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<id>urn:sha1:d4a70c6c08a64a2dfb28029016d90ce45b28d90c</id>
<content type='text'>
(cherry picked from commit 8315aa40ccbb0274d87f7b94ed52aa252e4aa626)
</content>
</entry>
<entry>
<title>Display set_nodelay to GDScript</title>
<updated>2018-02-04T19:02:04Z</updated>
<author>
<name>Marlon Henry Schweigert</name>
</author>
<published>2018-01-30T15:22:15Z</published>
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<id>urn:sha1:5481ece9762174c75114ced9233e55e43a2f5a80</id>
<content type='text'>
Pass enabled arg

Rename set_nodelay to set_no_delay

Add description to the method

Change description

(cherry picked from commit 87adf9cfbab00a40aad483b4e709518d5f61b6d1)
</content>
</entry>
<entry>
<title>Attempt renaming multiple times on safe file save, and make the behavior optional. Fixes #14339.</title>
<updated>2018-01-12T20:03:52Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-01-12T20:03:08Z</published>
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<id>urn:sha1:e56b3439a5e8bf56c4b843e044a96f1446564745</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixed problem with missing uninitialized last byte on waveform trip, closes #15316</title>
<updated>2018-01-05T19:28:08Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-01-05T19:27:19Z</published>
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<id>urn:sha1:380ee87e800e44b5e930d784dfb8aeadddf637f3</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
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<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
</content>
</entry>
<entry>
<title>Update copyright statements to 2018</title>
<updated>2018-01-01T13:40:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-01T13:40:08Z</published>
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<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Move windows networking class to drivers/windows/</title>
<updated>2017-12-15T17:25:29Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-12-15T15:39:30Z</published>
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<id>urn:sha1:ac7444023eeb2ca998947ca65b0a904f550f2404</id>
<content type='text'>
Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
</content>
</entry>
<entry>
<title>Fixed issue #12019, which prevented the creation of new folders on Windows platform</title>
<updated>2017-10-12T22:34:05Z</updated>
<author>
<name>Falk Moser</name>
</author>
<published>2017-10-12T22:34:05Z</published>
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<id>urn:sha1:93ef5124226239d05894c6268a0714391cdb4b5a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Extract logging logic</title>
<updated>2017-09-25T09:19:21Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-09-22T05:56:02Z</published>
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<id>urn:sha1:1a2311e3505765e37b736fe6bb46bb229e00701f</id>
<content type='text'>
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:

 - Extracted logging logic into a separate Logger hierarchy. It allows
   easy configuration of logging mechanism depending on compile-time or
   run-time configuration.

 - Implemented RotatedFileLogger which is usually used with StdLogger,
   providing persistency of logs. It is often important to be able to
   obtain logs of the game even in production to be able to understand
   what happened prior to some problem. On mobile there previously was
   no way to obtain the logs aside from having the device connected to
   your machine.

 - flush() is not performed in release mode for every logged line. It
   is only performed for errors.
</content>
</entry>
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