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<title>godot.git/editor/editor_export.h, branch 3.0.3-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/editor/editor_export.h?h=3.0.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/editor/editor_export.h?h=3.0.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-04-29T16:44:55Z</updated>
<entry>
<title>Make 'Export PCK/ZIP' work well with EditorExportPlugin</title>
<updated>2018-04-29T16:44:55Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2018-04-26T21:08:19Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fe9da69f9607afab9794c6590a385935fb66bba6'/>
<id>urn:sha1:fe9da69f9607afab9794c6590a385935fb66bba6</id>
<content type='text'>
Add debug flag to the 'Export PCK/ZIP' option
Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback

(cherry picked from commit 68b35de2b6ea23178061f65bc28b4f73e0c65f35)
</content>
</entry>
<entry>
<title>Fix use64 used without being initialized</title>
<updated>2018-04-28T21:06:24Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2018-04-27T13:43:48Z</published>
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<id>urn:sha1:95004aafb2c26facefe45b52af905701e1899ac9</id>
<content type='text'>
(cherry picked from commit 9b4d23e898fb5f1cdfb537dece00336f7381d46f)
</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b50a9114b105dafafdda8248a38653bca314a6f3'/>
<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Merge pull request #14597 from NathanWarden/linux_extensions</title>
<updated>2017-12-16T12:05:18Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-12-16T12:05:18Z</published>
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<id>urn:sha1:a68d15d509721587c1a38a34a861a0f7ce754eb2</id>
<content type='text'>
Updated Linux template extensions to match architecture.</content>
</entry>
<entry>
<title>-Added new scene conversion to binary on export (disabled by default, please test)</title>
<updated>2017-12-15T11:39:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-12-15T11:38:24Z</published>
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<id>urn:sha1:251433847f85124d87f193ded4cd353e1f5bf5f5</id>
<content type='text'>
-This method works by directly converting text to binary, so the scene does not need to be loaded and saved
</content>
</entry>
<entry>
<title>Updated Linux template extensions to match architecture.</title>
<updated>2017-12-12T21:09:48Z</updated>
<author>
<name>Nathan Warden</name>
</author>
<published>2017-12-12T21:09:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f89d78a7a474612ec715e5c5da150f97dd716057'/>
<id>urn:sha1:f89d78a7a474612ec715e5c5da150f97dd716057</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Style: Apply new clang-format 5.0 style to all files</title>
<updated>2017-12-07T07:02:00Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-12-06T20:36:34Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=13c2ff932089db24841bb971b645141218bd8586'/>
<id>urn:sha1:13c2ff932089db24841bb971b645141218bd8586</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Allow configuring iOS export</title>
<updated>2017-11-20T18:16:49Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-10-02T15:01:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8f0f327f0207cbde27bbfba3ac106b9457d7201b'/>
<id>urn:sha1:8f0f327f0207cbde27bbfba3ac106b9457d7201b</id>
<content type='text'>
 - EditorExportPlugin's _export_begin accepts all the arguments related
   to the current export (is_debug, path, flags).

 - EditorExportPlugin API is extended with methods allowing to configure
   iOS export: add_ios_framework, add_ios_plist_content,
   add_ios_linker_flags, add_ios_bundle_file.

 - iOS export template now contains Godot as a static library so that
   it can be linked with third-party Frameworks and GDNative static
   libraries.

 - Adds method to DirAccess for recursive copying of a directory.

 - Fixes iOS export to work with Xcode 9 (released recently).
</content>
</entry>
<entry>
<title>Fix x11 exported executables not getting the +x flag</title>
<updated>2017-09-17T17:40:58Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-09-17T17:40:58Z</published>
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<id>urn:sha1:3528b1e571dee24917b0141232f135e29bf088ba</id>
<content type='text'>
</content>
</entry>
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