<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/editor/plugins/path_2d_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/path_2d_editor_plugin.cpp?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/editor/plugins/path_2d_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>Rename pos to position in user facing methods and variables</title>
<updated>2017-09-20T11:11:10Z</updated>
<author>
<name>letheed</name>
</author>
<published>2017-09-10T13:37:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5ad9be4c24e9d7dc5672fdc42cea896622fe5685'/>
<id>urn:sha1:5ad9be4c24e9d7dc5672fdc42cea896622fe5685</id>
<content type='text'>
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -&gt; position
* rot -&gt; rotation
* loc -&gt; location

C++ variables are left as is.
</content>
</entry>
<entry>
<title>Dead code tells no tales</title>
<updated>2017-08-27T20:13:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T19:07:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7ad14e7a3e6f87ddc450f7e34621eb5200808451'/>
<id>urn:sha1:7ad14e7a3e6f87ddc450f7e34621eb5200808451</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>Some more typo fixes for "threshold"</title>
<updated>2017-07-15T10:01:46Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-07-15T10:01:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e64b82ebfcc3475c7a7d2a9196bfe20d6c9e3614'/>
<id>urn:sha1:e64b82ebfcc3475c7a7d2a9196bfe20d6c9e3614</id>
<content type='text'>
Looks like @reduz really does not like that word.
</content>
</entry>
<entry>
<title>InputEvent: Renamed "pos" property to "position"</title>
<updated>2017-06-03T09:26:39Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-06-03T08:54:24Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9bc534896135322a578118f433f0dc6265839082'/>
<id>urn:sha1:9bc534896135322a578118f433f0dc6265839082</id>
<content type='text'>
Make the naming consistent with other classes.
</content>
</entry>
<entry>
<title>Fix moving path controls in edit mode.</title>
<updated>2017-05-28T01:47:45Z</updated>
<author>
<name>Zaven Muradyan</name>
</author>
<published>2017-05-28T00:56:20Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f460f82ec1dc6df21be181308d06ee83306eaed7'/>
<id>urn:sha1:f460f82ec1dc6df21be181308d06ee83306eaed7</id>
<content type='text'>
The previous code would never trigger the subsequent conditionals (for
moving the control points) when in EDIT_MODE because the point
conditionals were nested instead of being a conjunction.
</content>
</entry>
<entry>
<title>Fix 2d path editor controls.</title>
<updated>2017-05-21T21:35:27Z</updated>
<author>
<name>Zaven Muradyan</name>
</author>
<published>2017-05-21T21:10:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9bc044cee68bb8f8a8708c8eec7cffa81f7e422d'/>
<id>urn:sha1:9bc044cee68bb8f8a8708c8eec7cffa81f7e422d</id>
<content type='text'>
Fixes #502. This appears to have been broken due to a merge conflict
after the InputEvents changes.
</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>
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<id>urn:sha1:5b3709d3096df737b8bb2344446be818b0389bfe</id>
<content type='text'>
this might cause bugs I haven't found yet..
</content>
</entry>
</feed>
