<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/editor/plugins/material_editor_plugin.cpp, branch feature/gridmap-used-cells</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=feature%2Fgridmap-used-cells</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=feature%2Fgridmap-used-cells'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-09-25T22:11:46Z</updated>
<entry>
<title>Merge pull request #11424 from groud/control_node_presets</title>
<updated>2017-09-25T22:11:46Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-09-25T22:11:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f577efd47ed2f0aa801155756e4ba5d5ea2d5f2b'/>
<id>urn:sha1:f577efd47ed2f0aa801155756e4ba5d5ea2d5f2b</id>
<content type='text'>
Implements set_margins_preset(...)</content>
</entry>
<entry>
<title>Ability to convert from SpatialMaterial to ShaderMaterial</title>
<updated>2017-09-22T12:20:52Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-09-22T12:20:28Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3237e05c3608fc900cb30519ffd3b15ddb064c9f'/>
<id>urn:sha1:3237e05c3608fc900cb30519ffd3b15ddb064c9f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE)</title>
<updated>2017-09-22T09:39:44Z</updated>
<author>
<name>Gilles Roudiere</name>
</author>
<published>2017-09-21T22:12:33Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=05bb8e0c106686f2ed5a9aad0f76ecc64fa5faa0'/>
<id>urn:sha1:05bb8e0c106686f2ed5a9aad0f76ecc64fa5faa0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Cleanup tons of obsolete commented out code</title>
<updated>2017-08-26T15:47:57Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-26T15:46:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=565600e8445a3073e4188a1a2bde1f47dd299c5a'/>
<id>urn:sha1:565600e8445a3073e4188a1a2bde1f47dd299c5a</id>
<content type='text'>
Mostly in EditorNode, dropping some obsolete editor plugins and also a
cleanup of ProjectSettings/EditorSettings.
</content>
</entry>
<entry>
<title>Convert Object::cast_to() to the static version</title>
<updated>2017-08-24T21:08:24Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-08-24T20:58:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=cacced7e507f7603bacc03ae2616e58f0ede122a'/>
<id>urn:sha1:cacced7e507f7603bacc03ae2616e58f0ede122a</id>
<content type='text'>
Currently we rely on some undefined behavior when Object-&gt;cast_to() gets
called with a Null pointer. This used to work fine with GCC &lt; 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=df61dc4b2bd54a5a40c515493c76f5a458e5b541'/>
<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>A Whole New World (clang-format edition)</title>
<updated>2017-03-05T15:44:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T15:44:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5dbf1809c6e3e905b94b8764e99491e608122261'/>
<id>urn:sha1:5dbf1809c6e3e905b94b8764e99491e608122261</id>
<content type='text'>
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
</content>
</entry>
<entry>
<title>Refactoring: rename tools/editor/ to editor/</title>
<updated>2017-03-05T13:21:25Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T13:21:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=49c065d29ca07040c3fd810026121164ad86b247'/>
<id>urn:sha1:49c065d29ca07040c3fd810026121164ad86b247</id>
<content type='text'>
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
</content>
</entry>
</feed>
