<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/editor/plugins/mesh_editor_plugin.cpp, branch fix/use-bin-name</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/editor/plugins/mesh_editor_plugin.cpp?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/editor/plugins/mesh_editor_plugin.cpp?h=fix%2Fuse-bin-name'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-09-30T14:19:07Z</updated>
<entry>
<title>Renamed fixed_process to physics_process</title>
<updated>2017-09-30T14:19:07Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2017-09-30T14:19:07Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4537977d6dd2a76580d9ab611a18634efab55c74'/>
<id>urn:sha1:4537977d6dd2a76580d9ab611a18634efab55c74</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>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>-Ability to set default import presets for type</title>
<updated>2017-07-23T21:50:25Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-07-23T21:48:05Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=66009706c92671898b49a8a88cc626926b7a2d2c'/>
<id>urn:sha1:66009706c92671898b49a8a88cc626926b7a2d2c</id>
<content type='text'>
-More presets for scene importer
-Option in scene importer to export root nodes as separate scenes
-Fixed MeshInstance preview
</content>
</entry>
<entry>
<title>Removal of InputEvent as built-in Variant type..</title>
<updated>2017-05-20T20:05:38Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-05-20T15:38:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5b3709d3096df737b8bb2344446be818b0389bfe'/>
<id>urn:sha1:5b3709d3096df737b8bb2344446be818b0389bfe</id>
<content type='text'>
this might cause bugs I haven't found yet..
</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>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>
